bluuebunny/crossref_metadata_2025_split huggingface dataset:
A Virtual Mental Health Clinic for University Students: A Qualitative Study of End-User Service Needs and Priorities
Authors: Farrer Louise , Gulliver Amelia , Chan Jade KY , Bennett Kylie , Griffiths Kathleen M 
Published: February 2015

Background
Help seeking for mental health problems among university students is low, and Internet-based interventions such as virtual clinics have the potential to provide private, streamlined, and high quality care to this vulnerable group.

Objective
The objective of this study was to conduct focus groups with university students to obtain input on potential functions and features of a university-specific virtual clinic for mental health.

Methods
Participants were 19 undergraduate students from an Australian university between 19 and 24 years of age. Focus group discussion was structured by questions that addressed the following topics: (1) the utility and acceptability of a virtual mental health clinic for students, and (2) potential features of a virtual mental health clinic.

Results
Participants viewed the concept of a virtual clinic for university students favorably, despite expressing concerns about privacy of personal information. Participants expressed a desire to connect with professionals through the virtual clinic, for the clinic to provide information tailored to issues faced by students, and for the clinic to enable peer-to-peer interaction.

Conclusions
Overall, results of the study suggest the potential for virtual clinics to play a positive role in providing students with access to mental health support.
Biomechanical evaluation of finger trap suture variants for securing catheters
Authors: Ricker Zachary H. , Rochat Mark C. , Payton Mark E. 
Published: February 2015

Abstract
Objective—To biomechanically evaluate various finger trap patterns and suture materials for securing 5F polyvinylchloride and polypropylene catheters.
Design—In vitro prospective study.
Sample—132 finger trap constructs.
Procedures—Each group of constructs comprised 6 to 10 replicates each of 3 finger trap patterns tied with 2–0 glycolide-lactide copolymer (GLC), braided nylon, and monofilament polypropylene suture on 5F polypropylene and polyvinylchloride catheters. The 3 finger trap variants were of similar lengths but differed in the number of surgeon's throws included in the pattern. Constructs were tested with a universal materials testing machine to the point of failure or a maximum of 100 mm of distraction. Force and distraction data were evaluated for significance with a competing risks model.
Results—There was no difference in performance (as measured by the proportion of test failures, median distraction distance, or median force at failure or end of testing) attributable to the finger trap pattern variants. Sixteen of 66 constructs with polyvinylchloride catheter material failed at ≤ 100 mm distraction, whereas all polypropylene constructs failed during testing. For polypropylene catheters, braided nylon or GLC suture withstood greater distraction distance and force, respectively. For polyvinylchloride catheters, differences among suture types were nonsignificant.
Conclusions and Clinical Relevance—Data suggested that, for the material combinations evaluated, a finger trap suture pattern with fewer knots may provide catheter security similar to that for patterns tied with a more traditional pattern. These results should not be extrapolated to catheters of different diameters or materials, patterns tied with different suture sizes, or clinical performance in vivo without further testing.
La souffrance : représentations et enjeux
Authors: Dany Lionel , Dormieux Anne , Futo Francette , Favre Roger 
Published: February 2015

La recherche que nous avons effectuée visait à analyser la souffrance comme objet de la relation de soin et comme expérience commune de cette relation. Dans ce sens, nous avons effectué 55 entretiens avec des patient(e)s et des infirmier(ère)s d’un service d’oncologie. Les résultats soulignent le rôle central de la relation comme moyen de donner sens à la souffrance. La connaissance des représentations de la souffrance apparaît comme un outil de compréhension des réalités complexes liées à l’expérience de la souffrance et permet de penser des démarches d’évaluation qui pourraient s’ancrer sur des « savoirs pratiques ».
Transition Needs of Adolescents With Sickle Cell Disease
Authors: Abel Regina A. , Cho Esther , Chadwick-Mansker Kelley R. , D’Souza Natalia , Housten Ashley J. , King Allison A. 
Published: February 2015

AbstractOBJECTIVE. This article describes how adolescents with sickle cell disease (SCD) perceive their ability to perform everyday tasks required for transition to adult health care and independent living.METHOD. The Adolescent Autonomy Checklist (AAC) was adapted to include skills associated with managing SCD (AAC–SCD) and was administered to adolescents during clinic visits. Participants indicated “can do already” or “needs practice” for 100 activities in 12 categories.RESULTS. Of 122 patients, the percentage of adolescents who needed practice was greatest in living arrangements (38.7%), money management (35.8%), vocational skills (29.6%), and health care skills (25.5%). We found a significant effect of age and of cerebrovascular injury on the percentage of those who reported “needs practice” in multiple categories. We found no effect of gender and limited effect of hemoglobin phenotype on any skill category.CONCLUSION. Findings support the need for educational intervention to improve transition skills in adolescents with SCD.
Ecology of a Chalk Aquifer: Composition of Benthic, Hyporheic, and Phreatic Invertebrate Communities in Relation to Changing Environmental Conditions
Authors: Durkota Jessica 
Published: February 2015

Groundwater is recognised as an important resource for drinking water, agriculture, and industry, but it also plays an essential role in supporting the functioning of freshwater ecosystems and providing habitat for a number of rare species. However, despite its importance, groundwater ecology often receives little attention in environmentallegislation or research. This study aims to improve our understanding of the organisms living in groundwater-dependent habitats and the influence of environmental conditions on their distribution.
Online Games, Legal Issues in
Authors: Lastowka Greg 
Published: February 2015

AbstractOnline games pose new challenges to the law because of their nature as games. They are both intellectual properties and social platforms. Some of the primary legal issues raised by online games are: (1) the state's ability to limit the distribution of online games to minors, (2) the intersection of intellectual property law and online games, and (3) the laws that set the rules for public access to, and permissible actions within, online games.
Counterterrorism Law
Authors: Jaeger Paul T. , Gorham Ursula 
Published: February 2015

Abstract
This entry explores the ways in which counterterrorism laws and accompanying political goals have impacted information policy in the United States and internationally. For the sake of brevity, this entry uses the term “information policy” to indicate policies affecting the interrelated areas of information, communication, and information and communication technologies (ICTs). Because information is at the center of personal, corporate, governmental, educational, and other aspects of modern life, information policy issues now occupy a place on the political agenda of most nations. The nexus of counterterrorism law and information policy, in particular, has wide‐ranging social, societal, and political implications, shaping actions of government agencies, corporations, and citizens related to myriad activities of information creation, management, security, collection, access, exchange, and use, as well as raising numerous related issues of communication and the use of ICTs. This entry, after considering terrorism as a policy issue, will use the United States as a case study to examine the nexus between information policy and counterterrorism, in light of its historical positioning as a leader in protection of speech and openness and its current extensive activities in counterterrorism law and policy. The international context of counterterrorism law and related information policy issues are also examined.
Online Games, Player Behavior
Authors: MacCallum‐Stewart Esther 
Published: February 2015

Abstract
Studying gamers demonstrates how games are growing as texts, as narratives, and as social spaces. In academia, useful models and taxonomies of player behavior help explain how players behave within games, while other research examines how players interact socially. More recently, players have found ways to articulate online play in a variety of contexts, and have created a series of spokespeople who express these desired behaviors publically. This entry presents player behavior online as a protean entity, where a lack of cohesive social determinants leads to interesting articulations of play, as well as conflicts between individuals struggling to behave “correctly.” It examines some of the more controversial aspects resulting when activities in and around gaming prompt different, often contradictory actions. This entry also examines how online behaviors are influencing and becoming integrated with other aspects of social gaming such as fandom, webcasting, and game punditry.
Ambient Computing Law
Authors: Hildebrandt Mireille 
Published: February 2015

Abstract
This entry discusses the legal framework of data protection in relation to the sociotechnical infrastructure of ambient computing. Starting from earlier conceptions such as ubiquitous computing and ambient intelligence, the entry detects the key techniques and technologies of adaptive environments, highlighting the need to distinguish three types of data (volunteered, observed, and inferred) before providing an analysis and comparison of EU and US data protection regimes in relation to ambient computing. Finally, the entry confronts the radically different background of data protection in Japan, calling attention to the early uptake of research into smart environments within Japan, pointing out unfamiliar but nevertheless singularly relevant conceptions of privacy in the Japanese context.
Online Games and Crime
Authors: Ferguson Christopher J. 
Published: February 2015

AbstractThe issue of the potential impact of online games, particularly those with violent content, on criminal behavior in the real world is controversial. Online use of games has proliferated over the past few decades as technology has improved and the use of video games has become more social. Experimental studies on the impact of games generally consider games as solitary and provide mixed results, often with considerable limitations. Correlational studies and longitudinal evidence of the relationship between crime and online games are mixed, but, on balance, are less likely to yield evidence for unambiguous links between the two. Further, the dramatically increasing popularity of online games is not associated with dramatically declining violence among adults and youth in various countries. Despite impressions to the contrary in the media, links between perpetrators of mass homicide and the use of video games, online or otherwise, have not been confirmed. This entry examines evidence regarding the possible associations between online games and crime and considers several theoretical frameworks that inform this research, including media effects theories and moral panic theory.
Social Media in Organizations
Authors: Baxter Gavin 
Published: February 2015

Abstract

The “social organization” is an organization that is skilled at strategically applying mass collaboration toward overcoming its business challenges and fulfilling its business aims. Social organizations, through the formation of collaborative communities, use social media tools to obtain business value in addition to using social media to learn from their business successes. Social media tools such as blogs, wikis, and social networking sites are gradually being employed in organizations for the purposes of communication, information, and knowledge sharing. The concepts of social software and Web 2.0 and their associations with “Enterprise 2.0” have connotations with the term
the social organization
. Social organizations are organizations that adopt social media tools to establish communities in the workplace to enhance organizational performance through the process of organizational learning. Social media tools are transforming the social fabric of organizations in terms of how they perform their business routines within an internal and external context in addition to encouraging a greater degree of transparency across and between organizations. The theory of organizational learning is that it is facilitated through the use of social media tools, which has the potential to transform an organization into a learning organization.
World of Warcraft
Authors: Bainbridge William Sims 
Published: February 2015

AbstractWorld of Warcraft (WoW) is the most successful massively multiplayer online role playing game. Itboth represents and influences its genre and has become the focus of a range of scholarly studies. Many have used rigorous social science theories and methods ranging from qualitative ethnography to quantitative analysis of census data. Researchers have examined many aspects of this virtual world, including culture, role playing, group formation, connections with external social actors and economic markets. The player population is global in scope and a vast online community operating outside WoW has created an array of wikis, blogs, guild websites, and add‐on software programs. Due to its size and complexity, WoW has become a proving ground for new research methods and a school for scientists who wish to study other online communities in future.
Access Technologies and Accessibility for Inclusion
Authors: Pal Joyojeet 
Published: February 2015

Abstract
Disability as a social phenomenon and citizens with disabilities are often marginalized on economic, cultural, and social grounds in many parts of the world. This is often particularly so for parts of low‐ and middle‐income countries where disability has not been a central part of the development discourse. This entry examines accessibility through an information and communication technology for development (ICT4D) lens and considers how the environment of technology use and the state of access technology (AT) come together to impact on social inclusion.
Online Games Preservation
Authors: Newman James 
Published: February 2015

AbstractGame preservation is an emerging field of scholarship and practice that is concerned with the long‐term availability and documentation of digital games. The discipline tackles issues as diverse as material conservation to stabilize hardware and data forensics to retrieve code from damaged or obsolete storage formats. The dominant strategy for insuring access to digital games currently is emulation but this raises significant questions about the authenticity of reproduction as well as a host of legal challenges that arise from the copying of read‐only memories (ROMs) and circumvention of technical measures of protection such asDRM(digital rights management) systems. Documentary strategies focus on gathering contextual materials and capturing players' performances rather than preserving games in playable form. Online games further complicate preservation efforts with their technically complex client–server architectures and authentication systems, and gameplay that may comprise intricate, emergent, and massively multiplayer social interaction that is difficult to replicate or record.
Alternate Reality Games
Authors: Bakioğlu Burcu S. 
Published: February 2015

AbstractAlternate reality gaming is an emerging game genre that blurs the lines between reality and fiction by conveying a hybrid gaming experience through online and offline mechanisms. Primarily developed from and for the internet, these games blend online and offline gameplay in such a way as to create playing fields in everyday spaces. Accordingly, they are considered to be a form of pervasive play. The genre is famous for its mantra “This is not a game.”
Online Games and Racism, Sexism, and Homophobia
Authors: Higgin Tanner 
Published: February 2015

AbstractOrganized as a rough chronology, this entry covers the topics of racism, sexism, and homophobia within online games, starting with multi‐user dungeons (MUDs) in the 1990s and moving through to the contemporaneous indie games movement with a predominant Western focus. This issue is framed as a political and discursive struggle between the dominant culture and the diversification of a medium designed, in many ways, as a bastion of normative White masculine heteronormativity in the face of eroding and indeterminate identity at the interface. Key topics include experimentation with and freedom from identity, stereotypes and intentional design, griefing (abusive game behavior) and trolling as discursive policing, and progressive game design.
ICT4Dande‐Business
Authors: Carmody Pádraig 
Published: February 2015

AbstractThere are extensive literatures on ICT4D and e‐business. They have been treated as substantially different fields as the former is often multistakeholder led, with prominent roles for the public and nonprofit sectors, while e‐business is primarily for profit and, consequently, led by the private sector. This entry explores different forms of e‐business and examines points of overlap with ICT4D. It concludes that ICT4D projects that support e‐business may have a greater chance of success than standalone ones.
Online Games, Player Experiences in
Authors: Reich Sabine , Vorderer Peter 
Published: February 2015

Abstract
The systematic description and explanation of people spending time with video (or computer) games is a relatively new topic for communication research. Theories, models, concepts, and the theoretical constructs that have been used in order to describe and explain these player experiences are not entirely new. They have been developed in different areas of psychology and communication and have only now been applied to playing online games. This entry systematizes player experiences along a list of well‐established constructs such as arousal, suspense, identification, flow, presence, involvement and immersion, and enjoyment, as well as in relation to the three motivations conceptualized in self‐determination theory.
Online Games and Counterplay
Authors: de Peuter Greig 
Published: February 2015

AbstractThe concept of counterplay posits that video games are a site of struggle. It designates a range of activities that challenge, subvert, or exceed the dominant representational, algorithmic, and commercial practices of digital games. In this entry, three subsets of counterplay are highlighted: (1) playing against the grain, encompassing quotidian resistant practices within and against normalizing features of an individual game; (2) interventions through which gamers use an existing game as a platform for online protest and otherwise disrupt ludic conventions by toying with the rules, code, or design of a mainstream game; and (3) tactical games, which are activist oriented standalone games that experiment with nontraditional game themes, mechanics, and applications, and tend to openly support political causes, expose injustice, and promote social change. Counterplay is a promising site of experimentation in alternative design values and cultures of productionvis‐à‐visprevailing game industry practices.
Impression Management in Social Media
Authors: Picone Ike 
Published: February 2015

AbstractSelf‐presentation, self‐representation, self‐expression, self‐publication, self‐promotion, self‐marketing, etc. are notions with distinct characteristics, stemming from different research traditions. Nonetheless they are often used interchangeably to describe our online presence and impression management. Although distinct, these concepts share a common theoretical basis, namely the “dramaturgical metaphor” proposed by Erving Goffman.
Transmedia
Authors: Ibrus Indrek 
Published: February 2015

Abstract“Transmedia” is a term that emerged in the first decade of twenty‐first century to denote the strategies and practices of global media industries to develop content and tell stories across multiple media, including the digital platforms that enable new forms of interaction and audience participation. This entry discusses the rationales and implications of transmedia emergence from multiple disciplinary perspectives, including narratology and semiotic textual analysis, media economics and management studies, as well as audience and fan culture studies. Informed by empirical studies into transmedia production and consumption, the entry gives an overview of the evolution of transmedia practices, together with the reflective metadiscourses, policies and other codification practices.
Massively Multiplayer Online Role Playing Games (
MMORPG
s)
Authors: Lin Holin , Sun Chuen‐Tsai 
Published: February 2015

Abstract
Massively multiplayer online role playing games (MMORPGs) constitute a relatively recent game genre that contains elements from a variety of past game genres. While character development is still a central feature, MMORPGs are not just online extensions of console or personal computer role playing games. Instead, they offer vivid online worlds through which players share aspects of their daily lives while engaging in game activities. After reviewing the historical development of representative MMORPGs, this entry explains how they operate on a daily basis and on an international scale, their core gaming activities among players and between game systems and players, and how players build social lives around gameplay, thereby establishing a unique virtual world game culture.
e‐Commerce Recommender Systems
Authors: Boehmer Jan , Jung Yumi , Wash Rick 
Published: February 2015

AbstractRecommender systems are a vital part of the way today's information society deals with information overload. Recommender systems help e‐commerce retailers to choose items to display based on customers' preferences, help users personalize search, and help streaming services create customized playlists. This entry describes multiple kinds of recommender systems and how they work. It also explains their historical and intellectual context, shows how they might affect users, and discusses current challenges.
Online Games and Digital Ethnography
Authors: Chee Florence M. 
Published: February 2015

Abstract
This entry provides an overview of the dynamic research area of games and digital ethnography. It reviews key theoretical and praxis oriented research concerning the application of an ethnographic toolset in order to elucidate social and cultural meaning‐making practices of those involved with games. The entry title contains two concepts, which are themselves subject to much dissection in an attempt to define: (1) online games and (2) digital ethnography. The objective of this entry is to give the reader a reasonable idea of the core conceptual underpinnings of the various ways these two concepts have been defined as they have been enacted together. That is, the conducting of digital ethnography in and around the context of games as a site of inquiry.
Online Behavior and Marketing, Monitoring of
Authors: Li Hairong , Huang Guanxiong 
Published: February 2015

AbstractSynthesizing the multidisciplinary literature, this entry describes the advances in monitoring online consumers and marketing, including the processes of digital tracking, the characteristics of digital tracking data, and the applications of such data for communication research purposes. For future research, the entry calls for new ways to access proprietary digital tracking data and more studies on user privacy protection.