bluuebunny/crossref_metadata_2025 huggingface dataset:
THE EFFECTIVENESS OF THE USE OF HIGH DOSES OF OXYTOCIN TO HIGHLY PRODUCTIVE SOWS IN THE POSTPARTUM PERIOD
Authors:   Vostochny LLC, MININ A.V. , FILATOV A.V. ,   Vyatka State Agrotechnological University
Published: December 2022

The article presents experimental data and results of scientific and industrial experience on the preventive use of large doses of oxytocin to sows in the early postpartum period. It was found that the use of oxytocin injections at a dose of 75 IU for three days after farrowing helps to reduce the pathology of the uterus and breast, prevents a violation of lactogenesis, increases the secretion of colostrum (milk), which ensures high safety of piglets for weaning. The introduction of oxytocin does not affect the increase in the concentration of immunoglobulins in the colostrum of sows and, as a result, does not change its level in the blood serum of piglets.
The Improvement of Social Skills By Playing Creative Dance (An Action Research in Group A, PAUD Kasih Ibu, Duren Sawit, East Jakarta, in 2018)
Authors: Masturah Sabila Nur
Published: December 2022

The objective of this research was to determine the process of implementation of creative dance in increasing child social skills in group A in PAUD Kasih Ibu Duren Sawit, Jakarta Timur. This research is an action research which refers to the model of classroom action research by Kemmis and Mc. Taggart.The subject of this research are children in Group A PAUD Kasih Ibu Duren Sawit, there are 12 children. The steps of this research : 1) Planning, 2) Action,3) Observation, 4) Reflection. This research consist by two cycles, first cycle consist of eight times in actions and the second cycle consists of four times in actions.The analysis of the data used qualitative and quantitative approaches. The analysis of quantitative data used descriptive statistics that compare the results obtained from the first cycle and the second cycle. While the analysis of qualitative data used analyzing daa from the field notes and interviews during the research by steps of data reduction, data display and data verification.The end of this research is the percentage 47,2% to 64,8% to 81,8%. The findings lead to the recommendation to the teacher and parents to use the playing creative dance as the method to increase studentâ€™s social skills.
Galactic Cosmic Rays at Mars and Venus: Temporal Variations from Hours to Decades Measured as the Background Signal of Onboard Microchannel Plates
Authors: Futaana Yoshifumi , Shimoyama Manabu , Wieser Martin , Karlsson Stefan , Andersson Herman , Nilsson Hans , Wang Xiao-Dong , Fedorov Andrey , André Nicolas , Holmström Mats , Barabash Stas
Published: December 2022

A microchannel plate (MCP) is a component widely used for counting particles in space. Using the background counts from MCPs on the Mars Express and Venus Express orbiters—operating over 17 yr and 8 yr, respectively—we investigated the galactic cosmic ray (GCR) characteristics of the inner solar system. The MCP background counts at Mars and Venus, on a solar cycle timescale, exhibited clear anticorrelation with the sunspot number. We concluded that the measured MCP background counts contained GCR information. The GCR characteristics measured using the MCP background counts at Mars showed features consistent with measurements on Earth in Solar Cycle 24. The time lag between the sunspot number and the MCP background counts was found to be ∼9 months at Mars. The shorter-term background data recorded along the orbits (with a timescale of several hours) also showed evident depletion of the background counts, due to absorption of the GCR particles by the planets. Thanks to the visible planetary size change along an orbit, we developed a model to separate the GCR contribution to the MCP background counts from the internal contribution caused by the β-decay of radioactive elements in the MCP glass. Our statistical analysis of the GCR absorption signatures at Mars implies that the effective absorption radius of Mars for the GCR particles is >100 km larger than the radius of the planet. However, the cause remains an open question.
Spectropolarimetry as a Means to Address Cloud Composition and Habitability for a Cloudy Exoplanetary Atmosphere in the Habitable Zone
Authors: West Robert A. , Dumont Philip , Hu Renyu , Natraj Vijay , Breckinridge James , Chen Pin
Published: December 2022

In our solar system, the densely cloud-covered atmosphere of Venus stands out as an example of how polarimetry can be used to gain information on cloud composition and particle mean radius. With current interest running high on discovering and characterizing extrasolar planets in the habitable zone where water exists in the liquid state, making use of spectropolarimetric measurements of directly imaged exoplanets could provide key information unobtainable through other means. In principle, spectropolarimetric measurements can determine if acidity causes water activities in the clouds to be too low for life. To this end, we show that a spectropolarimeter measurement over the range 400–1000 nm would need to resolve linear polarization to a precision of about 1% or better for reflected starlight from an optically thick cloud-enshrouded exoplanet. We assess the likelihood of achieving this goal by simulating measurements from a notional spectropolarimeter as part of a starshade configuration for a large space telescope (a HabEx design, but for a 6 m diameter primary mirror). Our simulations include consideration of noise from a variety of sources. We provide guidance on limits that would need to be levied on instrumental polarization to address the science issues we discuss. For photon-limited noise, integration times would need to be of order 1 hr for a large radius (10 Earth radii) planet to more than 100 hr for smaller exoplanets depending on the star–planet separation, planet radius, phase angle, and desired uncertainty. We discuss implications for surface chemistry and habitability.
A New Method of Reconstructing Galactic 3D Structures Using Ultralong-wavelength Radio Observations
Authors: Cong 丛 Yanping 艳平 , Yue 岳 Bin 斌 , Xu 徐 Yidong 怡冬 , Shi 施 Yuan 嫄 , Chen 陈 Xuelei 学雷
Published: December 2022

The free–free absorption of low-frequency radio waves by thermal electrons in the warm ionized medium of our Galaxy becomes very significant at ≲10 MHz (ultralong wavelength), and the absorption strength depends on the radio frequency. Upcoming space experiments such as the Discovering Sky at the Longest Wavelength and Farside Array for Radio Science Investigations of the Dark Ages and Exoplanets will produce high-resolution multifrequency sky maps at the ultralong wavelength, providing a new window to observe the universe. In this Paper we propose that from these ultralong-wavelength multifrequency maps, the 3D distribution of the Galactic electrons can be reconstructed. This novel and robust reconstruction of the Galactic electron distribution will be a key science case of those space missions. Ultralong-wavelength observations will be a powerful tool for studying the astrophysics relevant to the Galactic electron distribution, for example, the impacts of supernova explosions on electron distribution, and the interaction between interstellar atoms and ionizing photons escaped from the H ii regions around massive stars.
Evidence of the Hall Effect Providing the Core Field inside a Magnetic Flux Rope in an Antiparallel Magnetic Reconnection
Authors: Zhang Yong Cun , Dai Lei , Wang Chi , Tang Si Yao
Published: December 2022

The observations from the Magnetospheric Multiscale mission on 2015 November 12 showed the existence of tripolar Hall magnetic fields north of the X line in a quasi-antiparallel reconnection at the dayside of the magnetopause. The bipolar variation in the normal component of the magnetic field inside the middle polar region of the tripolar Hall fields indicated the presence of an ion-scale magnetic flux rope. The coexistence of Hall fields and a magnetic flux rope provides the first evidence that the Hall effect in quasi-antiparallel magnetic reconnection can generate the core field inside a magnetic flux rope. There is one dip in the core field of the observed magnetic flux rope. We interpret the core field and the dip with the Hall effect associated with sequential multiple-X-line reconnection. The results of this study shed light on the mechanism of the generation of the core field inside the magnetic flux rope.
SADHANA: A Doubly Linked List-based Multidimensional Adaptive Mesh Refinement Framework for Solving Hyperbolic Conservation Laws with Application to Astrophysical Hydrodynamics and Magnetohydrodynamics
Authors: Bandopadhyay Somdeb , Shang 尚 Hsien 賢
Published: December 2022

We report the development of a nested block-structured adaptive mesh framework to solve multidimensional, time-dependent hyperbolic equations encountered in astrophysics. An approach based on a tabular list is used to construct variants of Hilbert space-filling curves in an iterative fashion to maintain the connectivity of locally refined mesh configurations using a doubly linked list. Modifications are made to conventional boundaries of computational blocks to aid the adaptive mesh. We also describe a well-defined, computationally efficient data structure to hold self-similar mesh units for this purpose. The flexibility of this code is demonstrated by the performance of various Riemann solvers implemented in this computational framework.
Detection of δ Scuti Pulsators in the Eclipsing Binaries Observed by TESS
Authors: Chen Xinghao , Ding Xu , Cheng Liantao , Zhang Xiaobin , Li Yan , Ji Kaifan , Xiong Jianping , Li Xuzhi , Luo Changqing
Published: December 2022

Based on 2 minute cadence TESS data from sectors 1–50, we report the results of the systematic extraction of δ Scuti–type pulsations in the 6431 eclipsing binaries with orbital periods shorter than 13 days. A total number of 242 pulsators were found in those systems, including 143 new discoveries. We examined their pulsation properties based on the H-R diagram and the relationships between the dominant pulsation period P
dom, orbital period P
orb, and effective temperature T
eff. As a consequence, 216 targets are likely δ Scuti stars (123 new), 11 likely γ Doradus–δ Scuti hybrid stars (8 new), 5 likely β Cephei stars (4 new), 4 likely δ Scuti–γ Doradus hybrid stars (3 new), 3 likely Maia stars (3 new), 2 likely pulsating red giants (1 new), and a new unclassified star. As for the six new δ Scuti pulsators in eclipsing binaries with P
orb < 0.65 days, we found that three of them significantly exceed the upper limits of the P
dom/P
orb ratio. This may indicate that P
dom and P
orb are uncorrelated for them. Finally, we statistically analyzed the dominant pulsation periods of the 216 δ Scuti stars in eclipsing binaries. Those stars concentrate around 225 μHz and the proportion of stars in the high-frequency region is significantly higher than that of single stars, which could be ascribed to the mass-transfer process.
Accounting for ecosystem services and asset value: pilot accounts for KwaZulu-Natal, South Africa
Authors: Turpie Jane , Letley Gwyneth , Weiss Joshua , Schmidt Kevin
Published: December 2022

Pilot monetary ecosystem accounts were compiled for KwaZulu-Natal Province, South Africa, in order to highlight any data, methodological or process issues in their compilation and to contribute towards charting a strategy for ecosystem accounting. The Province is highly diverse, with eight biomes, large proportions under communal, private and state tenure, globally important biodiversity, variable landscape condition and encompassing catchment areas of nine river systems. We accounted for the supply and use of wild biomass, reared animal production, cultivation (including silviculture), nature-based tourism, property value, carbon storage and sequestration, pollination, flow regulation (maintenance of base flows), sediment retention, water quality amelioration and flood attenuation. For each ecosystem service, we devised conceptually valid methods that were suitable for the existing data to produce values consistent with the System of National Accounts. These were then summed to estimate total annual flows from each 100 x 100 m spatial unit and its asset value. Challenges encountered included lack of data on small-scale and subsistence production, mismatches in the classification of landcover and government production statistics, unreliable measures of ecosystem condition, the large scale of hydrological modelling and lack of centralised data organisation relating to hydrological services. There was heavy reliance on past empirical research and on global datasets. The combined value of the annual flow of the ecosystem services valued was R52.5 billion in 2011, equivalent to 12% of the provincial GDP. However, the values of many of the services have decreased over the accounting period, due to a combination of changes in demand and ecosystem condition. Asset value was undermined to some extent by unsustainable use of provisioning services. Some areas will require careful messaging, particularly in regard to the contentious issue of valuing carbon retention and the use of exchange values rather than welfare values that are used in economic analysis.
Vergleichende Entwicklungsgeschichte — A Festschrift on the occasion of the 80th birthday of Prof. Dr. Wolfgang Maier, Tübingen
Authors: Werneburg Ingmar , Ruf Irina
Published: December 2022

Following the traditional and holistic concept of Vergleichende Entwicklungsgeschichte, Wolfgang Maier studied different aspects of vertebrate morphology, including dentition, the locomotor apparatus, nasal and ear regions. His work comprises investigations on pre- to postnatal stages of extant species as well as fossils and is mainly based on histological serial sections, but also on µCT data in recent years. This resulted in an integrative research agenda on the evolutionary biology of mammals and other vertebrates. Most of his studies are designed around the interrelationship of ontogenetic and functional adaptations and evolutionary transformations. The present collection in Vertebrate Zoology collates a series of research articles related to and in honor of Wolfgang Maier’s work. Invited colleagues of Maier provide current insights to their own research, in many cases inspired by his scholarship, ranging from mammalian to reptilian and fish comparative anatomy. In total, this volume contains 19 publications. They apply modern and traditional techniques to investigate the diversity of biological form. In so doing, they integrate traditional conceptual frameworks from the earliest days of morphological research more than two centuries ago.
La naturalisation morale du capitalisme
Authors: Hours Bernard
Published: December 2022

Cet article aborde deux dimensions du capitalisme contemporain. Celui-ci se moralise d'une part. Il se verdit d'autre part. Ce sont deux nécessités pour masquer la violence de l'exploitation et la toxicité environnementale de l'économie de marché capitaliste dérégulée. Dès lors que le marché se présente comme un écosystème il se légitime comme naturel suivant un processus de naturalisation qui montre l'émergence d'un sujet du marché simple partie prenante, favorisé par le développement d'une citoyenneté numérique à base d'indignations morales, de violences verbales, de cancel culture.
Quelle est la nature de l’environnement aux yeux du capitalisme ?
Authors: Heemeryck Antoine
Published: December 2022

Cet article se penche sur les tentatives de dépassement moral de la destruction de l’environnement par le capitalisme en mobilisant l’idée de compensation. Dans un premier temps, nous nous pencherons sur la naissance des marchés de carbone pour montrer qu’ils s’inscrivent dans une logique de marchandisation des écosystèmes. Ensuite, est analysé le caractère spécifique de cette dynamique qui prend la forme d’un écoblanchiment moral ( greenwashing ) et qui masque une extension du pouvoir de ce système économique sur l’environnement. Dans une dernière partie, le rôle des grosses ONG de conservation, essentiel dans la concrétisation de ses opérations et de moralisation de l’écocide en cours, est abordé.
L’émergence d’une politique des identités blanche
Authors: Malik Kenan
Published: December 2022

Résumé Il y a dix ans à peine, les débats sur l’« identité blanche » se limitaient à des franges politiques très circonscrites. Aujourd’hui, elle est devenue une question politique importante des deux côtés de l’Atlantique. Or, on s’est peu intéressé à la nature de l’identité blanche elle-même et à ses racines historiques. La politique des identités est généralement considérée comme une politique de gauche, et l’identité blanche comme un nouveau venu sur la scène – comme une tentative de reproduire au profit des Blancs la stratégie des groupes minoritaires. Or une vision à plus long terme révèle le contraire : les formes progressistes de la politique identitaire ont été les dernières à entrer en scène. Bref, les origines de la politique des identités ne se trouvent pas à gauche, mais dans la droite réactionnaire.
A study on controllability for Hilfer fractional differential equations with impulsive delay conditions
Authors: Karthikeyan Kulandhaivel , Sekar Palanisamy Raja , Karthikeyan Panjaiyan , Kumar Anoop , Botmart Thongchai , Weera Wajaree
Published: December 2022

This article focuses on the controllability of a Hilfer fractional impulsive differential equation with indefinite delay. We analyze our major outcomes using fractional calculus, the measure of non-compactness and a fixed-point approach. Finally, an example is provided to show the theory.
Influence of COVID-19 vaccination on the dynamics of new infected cases in the world
Authors: Kamal Mustafa , Atchadé Mintodê Nicodème , Sokadjo Yves Morel , Siddiqui Sabir Ali , Riad Fathy H. , El-Raouf M. M. Abd , Aldallal Ramy , Hussam Eslam , Alshanbari Huda M. , Alsuhabi Hassan , Gemeay Ahmed M.
Published: December 2022

The initial COVID-19 vaccinations were created and distributed to the general population in 2020 thanks to emergency authorization and conditional approval. Consequently, numerous countries followed the process that is currently a global campaign. Taking into account the fact that people are being vaccinated, there are concerns about the effectiveness of that medical solution. Actually, this study is the first one focusing on how the number of vaccinated people might influence the spread of the pandemic in the world. From the Global Change Data Lab "Our World in Data", we were able to get data sets about the number of new cases and vaccinated people. This study is a longitudinal one from 14/12/2020 to 21/03/2021. In addition, we computed Generalized log-Linear Model on count time series (Negative Binomial distribution due to over dispersion in data) and implemented validation tests to confirm the robustness of our results. The findings revealed that when the number of vaccinated people increases by one new vaccination on a given day, the number of new cases decreases significantly two days after by one. The influence is not notable on the same day of vaccination. Authorities should increase the vaccination campaign to control well the pandemic. That solution has effectively started to reduce the spread of COVID-19 in the world.
Prevalence of spinal pain in a population of Bosnia and Herzegovina
Authors: Hrkać Antonija , Perković Roberta , Krišto Branko , Puljak Livia
Published: December 2022

Objectives

To determine the prevalence and risk factors of spinal pain in the population of Bosnia and Herzegovina (BiH).

Methods

This was a cross-sectional survey conducted online in November/December 2018. Participants were inhabitants of BiH of both sexes, aged ≥ 16 years. The sample was stratified based on region and demographic characteristics. Current pain was analyzed; point prevalence was measured.

Results

We received 1048 responses, of which data from 1017 could be used. The prevalence of spinal pain in BiH was 70.9%: 75.5% in women (n = 440) and 64.7% in men (n = 281). Low back pain (LBP) was more common compared to neck pain (NP) and thoracic pain (TP) in both sexes and all age groups. Significant associations with spinal pain in the bivariate analysis were found for the following groups: women, aged from 30 to 50 years, with high school education, employed persons and retirees, spinal pain in parents, smoking, irregular physical activity, longer use of TV or computer/mobile phone per day.

Conclusion

To our knowledge, this is the first study of the prevalence of spinal pain in BiH. Some factors associated with spinal pain are modifiable. Therefore, public health interventions should target those factors to reduce the burden of spinal pain in BiH.
Ecologies and promises of the microbial turn
Authors: Brives Charlotte , Zimmer Alexis
Published: December 2022

This issue of the Revue d'Anthropologie des Connaissances questions and puts into perspective the notion of a "microbial turn," which has appeared recently in the microbial social sciences field and more broadly in multispecies studies. After reiterating their definition and the definition of some associated notions, this introduction discusses them by contextualizing them within certain neglected traditions of the natural sciences and of a broader literature in the social sciences. This allows the authors to reengage on the one hand with a variety of narratives and approaches regarding human/microbe relationships that preceded this so-called turn, and on the other hand to highlight focal points of attention in regard to the promises attached to them. This effort to relativize the novelty and the promises of this "turn" is not intended to disqualify this notion, but to relocate it within infrastructures of wider practices and knowledge, in order to propose that it be taken up whilst giving careful attention to the conditions and political consequences of this turn.
Pirater l’autoritarisme
Authors: Daucé Françoise
Published: December 2022

La Russie constitue un cas paradigmatique d’encadrement politique d’Internet en contexte autoritaire. Depuis les années 2000, le contrôle de l’espace numérique dans ses différentes composantes (infrastructures, logiciels, contenus) est un enjeu régalien dans le cadre d’un déclin du pluralisme politique. Cependant, ce contrôle ne s’est pas construit sans tension. Le Parti Pirate, fondé en Russie en 2009, incarne, depuis sa création, la critique contre l’encadrement d’Internet. Alors que toute autonomie partisane est impossible, son existence même est empêchée, mais ses formes d’action évoluent, s’ajustant à l’environnement oppressif. Au sein de l’association Roskomsvoboda, ses militants outillent, à partir de 2012, les internautes face au projet patriotique et souverain du runet (l’Internet russe). Une fois la guerre en Ukraine lancée, en 2022, leur existence associative est menacée, mais les savoirs acquis dans la lutte constituent de fragiles appuis pour se libérer de l’hubris autoritaire, en Russie et hors de ses frontières.
Labor Management Relations in the Public Sector
Authors: Hensel Sam
Published: December 2022

This chapter addresses public administration in the context of the government as an employer. In doing so, the relationship between a public employer and its employees is at issue. To understand public sector labor relations requires a basic understanding of legal principles that govern a public employer's rights and obligations to its employees. While this chapter does not, and cannot, address every aspect of labor management relations in the public sector, it provides an overview of the most important aspects of this relationship and how government can successfully function as an employer.
Educational Democracy
Authors: Scott Leodis , Howard Joanne E.
Published: December 2022

This chapter will review the productive phases of the progressive education movement. It will detail several practices for educational democracy rooted from adult continuing education theory and practice. Educational historians know that education was broader than only education for children in formal public schools. In the past, many progressive educators have discounted adult continuing education, but in this new phase and age, the education and environment for children and adults are one-and-the-same. Some educators and historians may view the progressive movement as dead or out-of-date, but they miscalculate its continuing broader connection to society for addressing cultural, political, civic, academic, and economic matters. This new phase and age of progressivism makes it reasonable to bring the progressive education movement back-to-life and keep it in-style. The need for a new progressive movement to address current concerns about threats to democracy is paramount.
Business Analysis During the Pandemic Crisis Using Deep Learning Models
Authors: Devulapalli Sudheer , B. Venkatesh , Somula Ramasubbareddy
Published: December 2022

This chapter aims to investigate pandemic crisis in the various business fields like real estate, restaurants, gold, and the stock market. The importance of deep learning models is to analyse the business data for future predictions to overcome the crisis. Most of the recent research articles are published on intelligent business models in sustainable development and predicting the growth rate after the pandemic crisis. This clear study will be presented based on all reputed journal articles and information from business magazines on the various business domains. Comparison of best intelligent models in business data analysis will be done to transform the business operations and the global economy. Different deep learning applications in business data analysis will be addressed. The deep learning models are investigated which are applied on descriptive, predictive, and prescriptive business analytics.
Forecasting the Space Utilization Trend in Corporate Offices
Authors: Patil Apurva , K. V. Rajesh Kumar
Published: December 2022

The research is mainly focused on forecasting office space utilization trends in the organization using information such as office space count, space occupancy count, holidays, leaves. Space occupancy data is collected using PIR sensors. Descriptive analytics is done using creative visualizations, and model building is done using univariate and multivariate time series methods. Descriptive analytics explains that there is a positive autocorrelation in the data with no outliers and randomness. There exists a pattern of space occupancy for different office locations at different times of the day. Univariate time series models are suitable for forecasting space occupancy for single office locations, whereas multivariate time series model VAR is suitable when considering multiple office locations of a client or multiple office locations of different clients at the same time. Empirical research has exhibited that out of tested models, SARIMAX has shown better performance on multiple test datasets.
How Customer Relationship Management Influences Business and How It Impacts Customer Satisfaction and Loyalty
Authors: Sanyal Anuska , Ritwik P
Published: December 2022

In this chapter, the foundation of customer relationship management has been explored along with its history and how it has evolved in the past few years. Metrics to measure CRM are important to check its effectiveness. It also determines the impact of CRM on customer satisfaction and loyalty. The way CRM has helped business over the years has also been discussed. In business-to-business and business-to-consumer, CRM has made a large impact. With CRM technology, both business and relationship areas have been improved.
The Fourth Illusion
Authors: Ruco Alexandre
Published: December 2022

This chapter aims to analyze the business models' opportunity represented by the Metaverse (Foundation, n.d.), proposing a framework composed of four interdependent blocks; the “illusions” (Slater, 2003). The word Metaverse has been used to describe a sort of thing, mainly related to virtual reality (VR) (Lanier, 1992) and the non-fungible tokens (NFTs). The immersive experience of virtual reality is characterized by three illusions: the illusion of place, the illusion of embodiment, and the illusion of plausibility (Slater et al., 2009). This chapter describes the use of blockchain technology, namely the NFTs, as the origin of a fourth illusion.
Classroom Interaction and Second Language Acquisition in the Metaverse World
Authors: Wang Han , Lai P. C.
Published: December 2022

Classroom interaction is one of the most commonly used teaching methodologies that can be applied to develop linguistic competencies in second language instruction. Interaction in the classroom refers to the conversation between teachers and students, as well as interactions between the students. Active participation and interaction are both critical themes and vastly invaluable concerning the learning of students and second language acquisition. This paper examines how classroom interaction helps students to learn and acquire a second language. Using the findings of previous studies as a baseline, this study reveals some factors that affect how instructors should use this teaching methodology in different situations. In addition, this paper mentions applying innovative ideas for second language acquisition with the support of new scenarios and developed applications (e.g., role-play activities in personalized settings, etc.), aimed at exploring these possibilities for language teaching.
A Primer on Gamification Standardization
Authors: Queiros Ricardo Alexandre Peixoto de , Pinto Mário , Simões Alberto , Portela Carlos Filipe
Published: December 2022

Computer science education has always been a challenging topic for both sides of the trench: educators and learners. Nowadays, with the pandemic state that we are facing, these challenges are even greater, leading educators to look for strategies that promote effective virtual learning. One of such strategies includes the use of game mechanics to improve student engagement and motivation. This design strategy is typically called gamification. Nowadays, gamification is being seen as the solution to solve most of the issues related to demotivation, complexity, or tedious tasks. In the latest years, we saw thousands of educational applications being created with gamification in mind. Nevertheless, this has been an unsustainable growth with ad hoc designs and implementations of educational gamified applications, hampering interoperability and the reuse of good practices. This chapter presents a systematic study on gamification standardization aiming to characterize the status of the field, namely describing existing frameworks, languages, services, and platforms.
Acceptance of Virtual Reality Games
Authors: Kosa Mehmet , Uysal Ahmet , Eren P. Erhan
Published: December 2022

As virtual reality (VR) games are getting more widespread, the need to understand the interaction between players and the VR games is gaining prominence. The present study examines player endorsement of virtual reality games from an amalgamation of technology acceptance, self-determination, and flow theory perspectives. A survey was carried out with participants (N = 396) who had played a VR game at least once and at most five times. Structural equation modeling analyses showed that perceived ease of use was the primary predictor for satisfaction of self-determination constructs (autonomy and competence) and flow constructs (immersion and concentration), which in turn predicted player enjoyment. Accordingly, the results suggest the importance of including self-determination constructs in addition to the flow perspective within the context of technology acceptance model, for explaining the acceptance of VR gaming. Findings also showed that enjoyment resulted in positive attitudes towards VR gaming, and these attitudes predicted intention to play VR games.
Towards Better Understanding of Children's Relationships With Online Games and Advergames
Authors: Ben Yahia Ali , Ben Saad Sihem , Abida Fatma Choura
Published: December 2022

Since the child is at the heart of current managerial and ethical challenges imposed by digitalization, digital marketing to children is henceforth calling for new territories of studies in connection with the phenomenon of “gaming” in particular. This chapter favors an in-depth understanding of the child's relation with this phenomenon through an exploratory qualitative approach. Focus groups and in-depth interviews were conducted with children and their parents. Findings suggest that psychological states of users during navigation and playing are the feeling of pride, the state of flow, the experience of telepresence and the feeling of socialization. Given the specificities of this form of communication and the ethical implications, the relationship with the advergame has also been investigated.
Crowdfunding Serious Games
Authors: Buckingham Christopher , Wanick Vanissa
Published: December 2022

In serious game design, addressing issues related to the value and opportunity of the development of a game is vital in the early stages, creating a more structured and robust approach by exploring the business case. Present frameworks provide an in-depth analysis of game design models but often fail to state the case of predetermined target markets and new funding options for serious game design. Crowdfunding is an emerging funding path for these games and one that leads the vanguard in breaking with traditional forms of raising funding. This chapter aims to help in addressing an existing limitation in the literature by reviewing an existing framework on game design and blending this with the concept of crowdfunding. This chapter proposes the extension of a framework that reflects the possibility for early crowdfunding of a serious game.
Combining UML Profiles to Design Serious Games Dedicated to Trace Information in Decision Processes
Authors: Barral Laure Vidaud , Pinet Francois , Tacnet Jean-Marc , Jousselme Anne-Laure
Published: December 2022

An expert assessment consists of an ordered series of decisions that have to respond to time-evolving information contexts. Improving decisions made in a risk context requires better knowledge of reasoning mechanisms. The authors think that serious games can constitute a rich observatory for reasoning and decisions. However, the design of these games is not trivial and is rarely scalable or reusable. This paper proposes a UML profile library for generically modeling expert reasoning in situations using serious games that involve risks. Two main UML profiles are dedicated to both serious games and gamer decisions traceability modeling. Complementary profiles address risk expert reasoning modeling and data quality modeling. The authors illustrate the approach using the design of a serious game about avalanche risk analysis.
Requirements-Based Design of Serious Games and Learning Software
Authors: Dubbels Brock Randall
Published: December 2022

A serious game can be entertaining and enjoyable, but it is designed to facilitate the acquisition of skills and knowledge performance in the workplace, classroom, or therapeutic context. Claims of improvement can be validated through assessments of successful, measurable practice beyond the game experience, the targeted context of the workplace, classroom, or clinical using the same tools as multiple traits and multiple measure (MTMM) models. This chapter provides a post-mortem describing the development of the initial design and development of a measurable model to inform the design requirements for validation for a serious game. In this chapter, the reader will gain insight into the implementation of lean process, design thinking, and field observations for generative research. This data informs the assessments and measurement of performance, validated through the MTMM model criteria for requirements. The emphasis examines the role of research insights for onboarding and professional development of newly hired certified nursing assistants in a long-term care facility.
An ARM Framework for F2P Mobile Games
Authors: Filho Marisardo Bezerra de Medeiros , Fernandes Farley , Calado Felipe Matheus , Neves André Menezes Marques
Published: December 2022

This chapter presents an ARM (acquisition, retention, and monetization) framework for F2P (free-to-play) mobile games to be used as to support game design practice and research. ARM strategies are dispersed throughout various sources such as websites, papers, and books, hampering the work of researchers and practitioners in this field. The aim of this framework is to list and organize these strategies into a single source. A literature research about ARM strategies in F2P mobile games was conducted to identify and select elements. Based on surveys with game development professionals, some of these elements were polished, merged, or removed. Finally, these elements were organized into a single framework, consisting of 3 main categories (acquisition, retention, and monetization), 8 subcategories, and 59 specific elements.
Towards the Development of a Game for Computational Thinking
Authors: Kosmas Panagiotis , Philippou Andrea , Psomos Panagiotis
Published: December 2022

Computational thinking (CT) is now considered an essential approach for developing critical thinking and 21st-century skills. CT as a teaching methodological approach is more connected to STEM education as it provides clearer conceptual and practical considerations to understand science, computer, and mathematical concepts. Based on the recent literature, educational robotics, applications, and serious games are the means of applying CT in teaching practice. This study examines students' needs, interests, and motivations for using a game in the context of CT. Quantitative analysis from an online questionnaire to 394 students from secondary education in different five countries (Greece, Cyprus, Italy, Poland, United Kingdom) demonstrate the students' game interests and needs that guide us to develop a game for CT's implementation in the classroom. Essential insights, considerations, and implications are providing for the design, development, and use of games for the CT in an educational environment.
How to Track Progress
Authors: Westerberg Charles , McBride Tom
Published: December 2022

This chapter introduces a second kind of tracking game: progressive tracking games. In it, the authors show how students can use progressive tracking games to develop tracking skills that will become more sophisticated over time, rather than a simple matter of mastering facts. They introduce four levels of tracking that can be used to enhance learning. The levels take ideas and start with (1) definitions, move to (2) learning methods, build to (3) listing examples, and finish with (4) applying ideas in new ways. They introduce a series of games that teachers can use to help students learn how to track more progressively. They draw their examples from literature (The Great Gatsby), history (“The Gettysburg Address”), philosophy (miracles), and poetry (“I Could Not Tell”).
Playing With Auditory Environments in Audio Games
Authors: Spöhrer Markus
Published: December 2022

Audio games highlight audio as the major narrative, ludic, and interactive element in the process of gaming. These games enroll the players in the process of gaming and distribute agency by translating auditive cues into interactive “pings” and provide a potential for an auditory virtual space. Designed for either blind persons or as “learning software” for hard-of-hearing people, audio games dismiss graphical elements by using the auditory ludic elements and foreground auditory perception as a main condition for playing the game. Spöhrer demonstrates this by using the example of 3D Snake, which needs to be played with headphones or surround speakers. The game uses verbal instructions and different sound effects to produce an auditory image of a snake that can be moved with the computer keyboard. In this auditory environment, the relation of both human and non-human elements (e.g., controller devices, the arrangement of speakers, cultural practices of gaming, aesthetic devices, and software configurations) produce and translate a specific mode of auditory perception.
A Study of the Moderating Effect of Social Distance on the Relationship Between Motivators and Game Engagement
Authors: Choi Youngkeun
Published: December 2022

The purpose of the present study was to examine the relationships between motivation factors and game engagement and explore the moderating effect of perceived social distance on those relationships. For this, the present study collected data from 228 college students in South Korean through a survey method and used hierarchical multiple regression analyses with three-steps to test the hypotheses. In the results, first, the more fantasy, diversion, or arousal participants pursue in gameplay, the more they are engaged in the game. Second, the positive relationship between arousal and game engagement is stronger for participants in high rather than low in social exclusion. However, social exclusion was found to have no significance in the relationship between other motivators and game engagement. For research contribution, this study is the first one to examine the integral model of motivation factors of engagement in the game platform and to investigate the moderating effect of perceived social distance in gameplay.
Developing a Clearer Understanding of Genre and Mobile Gameplay
Authors: DaCosta Boaventura , Seok Soonhwa
Published: December 2022

This chapter presents a study that explored the mobile game-genre preferences of 1,950 South Korean students. The findings help create a clearer picture of the mobile gameplayer, revealing that mobile gameplay is more of a situational activity than a social replacement, often played during periods of interruption or idle time and lasting for short intervals. Action, arcade, sports, adventure, puzzle, board, simulation, and strategy were among the most popular genres played. Statistically significant relationships were found between genre and age and gender, with the younger and older students as well as males and females favoring different genres. For example, puzzle games were popular among the older females, whereas action games were preferred by the younger males. Significant relationships were also found between genre and academic grades and level, with differences found for genre preferences between high- and low-performing as well as vocational high school and college students.
Development of Habitual Behaviour in Online Social Gaming
Authors: Jiang Nan , Kaur Manmeet , Adnan Mohd Muttaqin Bin Mohd , Turner Jason James , Goh See Kwong
Published: December 2022

Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The results demonstrate that game habit formation is formed more naturally with automatic control mechanisms, influenced by play intensity, flow experience, and self-efficacy, and the effect of play intensity towards game habit is interacted by network externality.
Online Simulations and Gamification
Authors: Wilkin Terri L.
Published: December 2022

Higher education has seen a dramatic increase in the number of courses and programs offered in an online environment over the past two decades. As most online educational courses are asynchronous in nature, ensuring that applied learning happens in scenarios that replicate real-life events is of utmost importance especially in certain disciplines such as emergency and disaster management. With the advent of newer and advanced technologies, online gamifications and simulations offer a learning method that requires the students to use decision-making, problem solving, and critical thinking skills in a fictional scenario that imitates events that individuals in the particular career field will experience. This chapter is an examination of the use of gamifications and simulations in online higher education highlighting a holistic approach to gaming and simulations designed and implemented across an undergraduate emergency and disaster program.
Playing With the Dead
Authors: Donald Iain , Austin Hailey J.
Published: December 2022

This chapter discusses the theory and practice of transmedia narratives within the storyworld created by Robert Kirkman, Tony Moore and Charlie Adlard's comics series The Walking Dead. It examines key aspects from the comics series and AMC's adaptive television franchise to consider how both have been utilized and adapted for games. Particular focus will be paid to Telltale Games' The Walking Dead, Gamagio's The Walking Dead Assault and Terminal Reality's The Walking Dead: Survival Instinct. The chapter explains the core concepts of transmedia narratives as they relate to The Walking Dead, places the games in the context of both the comics and television franchise, examines the significance of commercial and grassroot extensions and considers the role gaming and interactive narratives have within rich storyworlds. In examining The Walking Dead as a transmedia property, the authors demonstrate how vast narratives are adopted, modified and transformed in contemporary popular culture.
The Impact of Personality and Motivation on Immersion in Simulation Games
Authors: Preuß Anna Katharina
Published: December 2022

The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a simulation game, the Big Five, the need for cognition, current motivations, immersion, and joy of learning were measured. A hierarchical regression analysis showed that need for cognition, interest, and challenge significantly and positively impacts the experienced immersion. Also, the joy of learning correlates positively with immersion. The adapted model was partly supported: Results of this study can explain to some extent the interaction of personality traits and current motivation as well as their combined impact on immersion in live-action social science simulation games.
Serious Games Effect Analysis On Player's Characteristics
Authors: Kaimara Polyxeni , Fokides Emmanuel , Plerou Antonia , Atsikpasi Pinelopi , Deliyannis Ioannis
Published: December 2022

“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playing experience, and specific scientific background with factors that related to the gameplay as well as the learning effectiveness. The results revealed that game-playing experience had a more positive impact in the case of males, while perceived learning effectiveness of 2D was higher compared to the 3D serious game for both genders. Moreover, there are differentiations among females concerning the scientific background, Information and Communication Technology skills and game-playing experience.