Academic literature on the topic 'Gaming environment'

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Journal articles on the topic "Gaming environment"

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Miers, David. "THE RELATIONSHIP BETWEEN THE REGULATORY ENVIRONMENT GOVERNING COMMERCIAL GAMBLING AND THE SHAPE OF THE MARKET IN THE SUPPLY AND GAME PARAMETERS OF GAMING MACHINES." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 111–49. http://dx.doi.org/10.5750/jgbe.v7i3.820.

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This paper has three main purposes. The first sets the controls over the supply and the game parameters of gaming machines within the broader regulatory environment governing commercial gambling in Great Britain. This account notes the tensions that existed prior to the regime introduced by the Gambling Act 2005, but whose legacy continues to present both regulatory and commercial difficulties. Its second purpose is to indicate how these controls have shaped the gaming machine market and the debate around the ways in which the government could realise its policy of striking a balance between the interests of both operators and players. This paper does not address the regulation of online gambling; that is, ‘remote gambling’ by means of ‘remote communication’ (s. 4 of the Gambling Act 2005). Its third purpose is to provide a critical account of the regulatory regime governing the availability of gaming machines as the background against which the Responsible Gambling Trust’s other commissioned contextual papers may be read.The text falls into four sections:An overview of the regulation of machines under the Gaming Act 1968 and of the reasons underlying the structure of the new regimeA summary of the overall regulatory structure of the 2005 ActA descriptive account of the 2005 Act’s regulation of machinespreliminarycommon core definitional features of a ‘gaming machine’the categories of gaming machinesgaming machine licences and permitsconditions and standards for their use4.Some concluding comments on how these arrangements have shaped both the commercial availability of gaming machines and the debate about how the interests of operators and of players can be accommodated
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Barratt, Monica J., Michael Livingston, Sharon Matthews, and Susan L. Clemens. "Gaming machine density is correlated with rates of help-seeking for problem gambling: a local area analysis in Victoria, Australia." Journal of Gambling Issues, no. 29 (October 1, 2014): 1. http://dx.doi.org/10.4309/jgi.2014.29.16.

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Local environment plays an important role in understanding gambling as a public health issue. This study uses help-seeking as an outcome measure for a local area analysis of problem gambling in Victoria, Australia. We used a cross-sectional ecological design to investigate the extent to which gaming industry and demographic, economic, and social factors are associated with rates of telephone and face-to-face counselling for problem gambling at the local government area level. Electronic gaming machine density was independently correlated with both types of help-seeking, with a range of local factors controlled. This study supports previous research that has consistently found an association between gaming machine density and problem gambling, using gaming machine expenditure as a proxy measure of harm. We build on previous work by confirming that this relationship exists when gambling harm is measured through two types of help-seeking.
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Yuh, Jongil. "Aggression, social environment, and Internet gaming addiction among Korean adolescents." Social Behavior and Personality: an international journal 46, no. 1 (January 9, 2018): 127–38. http://dx.doi.org/10.2224/sbp.6664.

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I investigated whether or not aggression and social factors (i.e., family relationships and commitment to school) predict Internet gaming addiction in Korean adolescents, and I examined the mediating role of aggression in the relationship between these variables. Participants comprised 263 Korean male high school students, who completed surveys that measured aggression, family relationships, commitment to school, and Internet gaming addiction. The results showed that aggression, family conflict, and a lower commitment to school significantly predicted Internet gaming addiction. Aggression partially mediated the relationship between family conflict and Internet gaming addiction. Thus, when adolescents are receiving help for an Internet gaming addiction it is advisable to pay close attention to their aggression and social relationships. Theoretical and practical implications are discussed.
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Siemer, Julika, and Marios C. Angelides. "Integrating an Intelligent Tutoring Facility into a Gaming Simulation Environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1177/026839629701200305.

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Gaming simulations and intelligent tutoring systems are both substantive research and development areas within the field of computer-based education and training which have the potential for mutual enhancement. This paper argues that the pedagogical effectiveness of gaming simulations can be increased through the integration of an intelligent tutoring facility and examines possible roles for such support within a gaming simulation environment. It then commences to present INTUITION, the implementation of the Metal Box Business Simulation game, that illustrates how an intelligent tutoring facility may be integrated within a gaming simulation environment in order to increase its educational value.
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Prasad, KDV. "Gamification and its Applications." Journal of Business Strategy Finance and Management 3, no. 1-2 (December 28, 2021): 04–07. http://dx.doi.org/10.12944/jbsfm.03.01-02.02.

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In the recent past, gamification is a new buzzing word and is used frequently by researchers in particular in the area of management. Gamification is applying gaming and using gaming components and procedures in a non-gaming environment. The three main components of gamification are game elements – a design prototype which can be integrated into the game; game design – A complete procedure building engaging games, based on business objectives, technical feasibility and management expectations; the last one is the non-game environment – The non-gaming environment is the components involved in real-world business and social impact objectives and goals. If gamification is applied correctly in a business or social environment, the results will be amazing and can inspire the business community decisions. Gamification can be the future of the business and can make the business environment the gaming components fun and those fun and appealing components can be applied in real-life business activities. To make gamification effective the game dynamics, game design, behavioural change, and motivation are the aspects that need to be combined applied in non-gaming environment. This brief note presents the main ideologies that can the gamification design in the business environment more successful. The author also narrates whene the gamification procedures can be useful in the business world.
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Jeong, Eui Jun, Daeyoung Lee, Sung Je Lee, and Jeonyoung Kong. "Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control." Social Behavior and Personality: an international journal 49, no. 3 (March 10, 2021): 1–11. http://dx.doi.org/10.2224/sbp.9657.

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We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationships using structural equation modeling. The results indicate that adolescents with higher self-control and selfesteem showed low levels of pathological gaming. Self-control (vs. gaming time) had a stronger effect on pathological gaming, and school environment (vs. gaming time) had a greater effect on self-control. Selfesteem, mostly influenced by parental environment, diminished pathological gaming. Our results show the critical role of these psychological factors in preventing adolescents' pathological gaming, regardless of gaming time.
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Butucea, Vlad. "Gaming as Everything." Nordic Theatre Studies 32, no. 1 (May 31, 2020): 143–58. http://dx.doi.org/10.7146/nts.v32i1.120413.

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In this article I will discuss David O’Reilly’s video game Everything (2017), suggesting that its unique dramaturgy portrays an ecology in which the human is seen as forging alliances and interconnections with the non-human. Set in a seemingly infinite open-world environment, the game revolves around the player exploring vast digital landscapes from the vantage point of multiple nonhuman avatars. Wondering about with no defined goal or direction, I played as animals, plants, rocks, continents, and even galaxies, shifting from one state to the next and making unexpected alliances along the way. Employing Audronė Žukauskaitė concept of “nomadic performativity” (2015), I will suggest that the game’s dramaturgy invites the player to imagine the human as deeply embedded in a wide system of interaction with non-human others, as an immanent part of an ecosystem, rather than a transcendental being outside of it. In articulating this idea, Everything puts forward a theatrical critique of thehuman domination and othering of the natural environment that underpins and drives the Anthropocene.
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Marlowe, Byron, Tianshu Zheng, John Farrish, Jesus Bravo, and Victor Pimentel. "Double down: economic downturn and increased competition impacts on casino gaming and employment." International Hospitality Review 34, no. 1 (June 16, 2020): 105–24. http://dx.doi.org/10.1108/ihr-10-2019-0023.

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PurposeThe purpose of this study was to create a more balanced, comprehensive and valid illustration of the relationships between casino gaming volume and employment during economic downturns in urban and rural locations in nondestination gaming states.Design/methodology/approachThis study analyzes gaming volumes and employment prior, during and after the recession of 2007–2009, using a time series with intervention analysis on a monthly coin in, table drop and regression analysis on employment impacts of casinos.FindingsFindings indicate that while there was a slight drop in gaming revenue and employment figures during the economic downturn, nondestination gaming locations such as Indiana proved relatively resilient to an economic downturn.Originality/valueThe Great Recession had no significant impact on gaming volume because gamblers chose to spend their more limited entertainment dollars on less expensive gaming options; in other words, casinos closer to home requiring the expenditure of fewer dollars on travel and/or hotel rooms. The current pandemic and pressures of the macro-environment again threaten the US gaming and casino market with an economic downturn and the results of this study are as timely as ever for hospitality professionals and social scientists to understand the behavior of casinos in recessionary environments.
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Monterrat, Baptiste, Élise Lavoué, and Sébastien George. "Adaptation of Gaming Features for Motivating Learners." Simulation & Gaming 48, no. 5 (June 30, 2017): 625–56. http://dx.doi.org/10.1177/1046878117712632.

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Background. Many learning environments are quickly deserted by learners, even if they are efficient. Gamification of learning environments is a recent approach used to enhance learners’ motivation and participation. Aim. People have various expectations and react differently faced with specific game mechanics. An important goal lies in automatically adapting game mechanics according to player types. In this article, we study the gaming features that can be adapted in learning environments and the player model that can be used for the adaptation process. We propose an approach that aims to predict to which game mechanics a user is responsive, and to adapt the gaming features of the system according to this information. Methodology. An implementation was released, and evaluated through an quasi-experimental study with 59 middle school students, each one using the learning environment during three 45-minutes sessions. Results. The results validate the implementation of the system and show that the users’ activity can help to predict their profile. The adaptation process did not improve learners’ engagement as expected, but it shows a path for future research toward an adaptive approach for learning environment gamification.
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Lee, Jean Ling. "The groundwork of casino gaming in Taiwan." International Journal for Innovation Education and Research 5, no. 3 (March 31, 2017): 77–87. http://dx.doi.org/10.31686/ijier.vol5.iss3.218.

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Casino gaming is often considered as an important source for the development of a tourism industry; it can generate instant revenues, tourists, and job opportunities. The purpose of this study is to determine the accurate direction of developing the casino gaming market in Taiwan. The six factors for developing casino gaming business are geography environment, accessibility, human resource, tourism resource, tourist market resource, and the social aspect. In accordance with the findings of this study, Matsu might not be an appropriate place to develop the casino gaming as a result of too many limits on geography environment, accessibility, human resource, tourist market resource, and social aspect.
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Dissertations / Theses on the topic "Gaming environment"

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Fohlin, Robert. "A cross-media game environment for learning." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-9314.

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Cross-media games are evolving as a new exciting platform for gaming where different devices are used to create a type of game play were a variant of devices, such as mobile phones and laptops are used. This thesis investigates the possibility of merging cross-media games into the domain of Mobile Learning to create a type of mobile learning game where collaboration becomes a vital part of the game play and style enhances collaboration between the users. By studying cross-media games, key features are captured and converted into requirements that are realised in a prototype that enables cross-media gaming with the intention of creating an environment in which learning could be supported. The development process of the prototype is described and evaluated in the thesis. The result presents a categorization of the key features for cross-media gaming and a prototype of a cross-media game. The thesis investigates which are the key technical features for creating cross-medial games for learning that can be identified for supporting the development process? The results presents a categorization of identified features along with potential future work based on the thesis. It is shown that features related to data sharing are highly prioritized and that certain features are absolutely required to enable cross-media gaming whilst others have less priority.
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Ruffin, Michael. "User retention and classification in a mobile gaming environment." Thesis, California State University, Long Beach, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1527021.

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Game analytics is a fast growing field where game studios are allocating valuable resources to develop sophisticated statistical models to understand user behavior and monetization habits to optimize game play and performance. Game developers' ability to understand user retention allows for game features that will generate high engagement leading to stronger overall monetization and increased lifetimes of players.

One important industry adopted metric is the percentage of users who log back into the game one day after installation, otherwise known as a one-day retention. Although this is an important metric, game studios typically allocate little resources to determining what user transactions are typically conducted on the day of installation that drive a one-day retention.

In this project, we first conduct a cluster analysis in an attempt to uncover meaningful subgroups based on players' transaction history on their first day of installation. Secondly, we use various classification methods including decision trees, logistic regression, and k-Nearest Neighbor algorithm to determine which behaviors are important in identifying whether a new user will return the following day.

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Vishnumolakala, Bandhavi. "Performance Evaluation of Gaming Anywhere Server in a Virtual Environment." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17169.

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In the recent years, cloud services are dominating the internet world. Streaming video content is drastically increased. This trend created a way for the cloud gaming industry. Gaming Anywhere is one such an open source cloud gaming system designed specifically for gaming users to experience high-quality gaming while eliminating the burden of upgrading hardware or software whenever the gaming system becomes outdated. Gaming Anywhere client can stream the desired game from a remote server with high-quality resolution and fps. Gaming Anywhere launches almost all type of games as per the request of the client. In this paper, the performance of a Gaming Anywhere server is evaluated in a virtual windows environment. Performance is categorically divided into two types. One is server metrics and the other is power consumption. Server metrics deals with CPU utilization, GPU utilization and multi-player capability. Power consumption deals with the CPU power usage of a virtual machine. The main aim of this paper is to conduct measurement studies on Gaming Anywhere server in two virtual implementation kits, VMware and VirtualBox, using monitoring tools. The analysis of the outcome is evaluated against the Gaming Anywhere physical server.
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Muhammad, Yousaf. "Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159864.

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Ip, Jessica. "An augmented reality prototype for investigating tangible and virtual components in a gaming environment." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103585.

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In recent years, button-based controllers for gaming consoles have evolved into dynamic, sensor based controllers that track movement and mimic real life instruments. The sudden popularity growth of this novel and interactive sensing technique has led us to consider whether realistic motion controllers will become the standard of future entertainment. This notion inspired us to investigate the preferability of physical interaction techniques over their virtualized equivalents. To accomplish this, a multi-user prototype was developed and designed using affordable and portable commercial hardware components. Our system features an overhead camera as the main form of input, coupled with a vibration sensor for touch-detection, and a projector for graphical output. Three gaming applications, an augmented tower defense game, roll-and-move board game, and augmented Settlers of Catan, were implemented to test the hypothesis that physical components will be most suitable for social situations while digitization is preferred for mundane tasks. Additionally, two formal experiments were conducted in the context of the last two gaming applications to determine the overall effects on player enjoyment. Our findings suggest that while it is possible to use either physical or digital implementations of game components, scenarios involving more than two simultaneously interactive players benefit from tangible components.
Depuis quelque temps, les contrôleurs de jeux vidéo évoluent en instruments à bases de capteurs qui suivent les mouvements dynamiques et naturelles, et imitent les instruments utilisés dans la vie de tous les jours. La popularité soudaine de ce type de contrôleurs nous mène à considérer si cette nouvelle manière d'interaction naturel va devenir la norme pour l'avenir du divertissement électronique. Cette notion nous a inspiré à investiguer la préférence de l'interaction physique versus les modes virtuels conventionnels. Pour accomplir ceci, un système prototype multiutilisateur a été développé en utilisant des composantes matérielles commerciales à prix modiques. Notre système comprend une caméra montée sur le plafond, qui sert de capteur principal, couplé avec un capteur de vibration pour la détection tactile et finalement un projecteur servant à projeter des graphiques sur une table. Trois applications de divertissements on été crées: un jeu de défense de tours augmenté, un jeu de dés et un jeu Settles of Catan augmenté. Ces jeux ont été développés pour tester notre hypothèse que les modes d'interactions physiques sont préférés dans des situations sociales, tandis que les modes virtuels sont plus adaptés pour des tâches banales. De plus, deux expériences ont été menées dans le contexte des deux derniers jeux pour déterminer l'effet sur le plaisir des joueurs. Nos résultats démontrent qu'il est possible d'utiliser les modes physiques ou virtuels d'interaction des jeux, mais que les modes tangibles procurent plus de bénéfices lorsqu'il y a plus de deux joueurs simultanés.
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Salie, Ricardo. "The relationship between organisational commitment and turnover intentions during a restructuring process in a hospitality environment." University of the Western Cape, 2015. http://hdl.handle.net/11394/5014.

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Magister Commercii (Industrial Psychology) - MCom(IPS)
Set against the tenuous relationship between government (public sector), organisations (private sector) and trade unions, employees’ commitment to the success of their respective organisations are of utmost importance. Heugens and Schenk (2004) maintains stakeholders may oppose restructuring efforts as invariably some constituencies will be likely to lose a strategic advantage as a result of drastic change such as a restructure. This reality has resulted in these stakeholders having to find a common ground to ensure economic competitiveness and longevity of South African organisations. Where this common ground has been elusive, organisations need to find the balance between profitability, environment and its people. According to the King III Report (2009, as cited in Du Plooy & Roodt, 2013) this is referred to as the triple bottom line that is profit, planet and people, which are integrally linked to employee turnover and organisational strategy. Organisational commitment is a key factor to success for organisations in order to obtain and maintain a competitive advantage. Coetzee and Botha (2012) posit that organisations in today’s competitive world require each employee to be committed to the organisation’s objectives and function as an effective team. A competitive advantage is needed to achieve high performance (Nienaber & Masibigiri, 2012). The working world has evolved from one where job security is no longer as prevalent as it used to be. Consequently and understandably, employees’ commitment to their organisations has diminished. Organisations are required to now investigate, understand and put measures in place to grow employee commitment in order have a successful business operation. This study intended to primarily establish whether a relationship exists between organisational commitment and turnover intentions amongst employees in an organisation undergoing restructuring. Additional variables namely age and tenure were used to establish if these variables have any bearing on levels of organisational commitment. The matter of organisational restructuring may act as an antecedent variable to both organisational commitment as well as turnover intentions. An organisational restructuring is likely to have a negative effect on employees’ organisational commitment. Thus, the affective commitment, continuance commitment and normative commitment of employees were also contrasted with turnover intentions. Correspondingly, news of an impending restructure may serve to increase employees’ intentions to terminate employment with the organisation. The sample included 144 respondents (n = 144) from an organisation within the hospitality industry. A method of non-probability, convenience sampling was utilised due to the nature of the study. A Biographical Questionnaire, Organisational Commitment Questionnaire and Turnover Intention Questionnaire were utilised for data collection purposes. The biographical questionnaire aimed to elicit among others important details such as gender, race, age, marital status, qualifications, language preferences and years of service were used for statistical purposes. Once the information was collected, the Pearson data analysis technique and Analysis of Variance technique were used to establish the relationships and differences between the respective variables under investigation. The results in the study indicate that significant inverse relationships exist between organisational commitment and turnover intentions. Significant differences were found in organisational commitment based on age and tenure. Similar statistically significant differences were discovered in turnover intentions according to employees’ age and tenure. Affective, continuance and normative commitment exhibited significant relationships with turnover intentions. The study in closing makes reference to the limitations experienced in the study as well as recommendations for future research especially on organisational commitment and turnover intentions of employees within a restructured or restructuring environment.
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Rahman, Abu Saleh Md Mahfujur. "Suitability of searching and representing multimedia learning resources in a three-dimensional virtual gaming environment." Thesis, University of Ottawa (Canada), 2007. http://hdl.handle.net/10393/27909.

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Search engines usually publish search results in web pages that are filled with a certain number of matched records that can be navigated further through successive back and forth operations. While this approach proves to be useful, it fails to show the context and relationship among displayed results. We argue that new and intuitive user interfaces, such as a 3D virtual environment, may provide an alternative to the traditional presentation techniques, especially in a learning environment where learners are looking for multimedia learning resources that match their interests. We propose a 3D car gaming environment as a search metaphor and analyze the suitability of such an approach in terms of user perception, interaction, visual quality, graphics rendering performance and other parameters. Our experiment suggests that the proposed approach not only shows an intuitive way of information visualization but also integrates education and entertainment to serve the vision of Edutainment.
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Linde, Carolyn. "The perceived economic environment of rural tavern enterprises that neighbor a Native American gaming facility." Online version, 1998. http://www.uwstout.edu/lib/thesis/1998/1998lindec.pdf.

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King, Suzanne. "A MODEL OF TREATING HYPERFUNCTIONAL VOICE DISORDERS FOR SCHOOL AGE CHILDREN WITHIN A SERIOUS GAMING ENVIRONMENT." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2373.

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The purpose of the present study is to test the feasibility of implementing a video-game based intervention protocol as a means to improve therapy compliance in school age children with hyperfunctional voice disorders. Three levels of modification were made to an existing entertainment software program in order to implement the therapeutic protocol and test compatibility. The third level of modification included a two-phase quasi-experimental single subject design with a school age participant receiving the video game therapy protocol and traditional therapy for equal time. The independent variables for this study included the mode of voice therapy delivery (traditional vs. video game). The dependent variables included therapy compliance, perceptual evaluations and acoustic measures. This study found that a purely entertainment video game can be implemented as a therapeutic protocol for a school age child diagnosed with a vocal pathology. Results illustrated no change in compliance with non-traditional therapy versus traditional therapy. However, perceptual measures improved post treatment for breathiness, strain and overall severity, as well as significant differences for mean amplitude. Discussion will focus on implications of employing video game based therapy and design of future studies.
M.A.
Department of Communication Sciences and Disorders
Health and Public Affairs
Comm Sciences & Disorders MA
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Oviawe, Elizabeth. "Design and Development of Simulation-based Instruction on Meaningful Use and Interprofessionalism Core Competencies in a Healthcare Team-based Learning Environment." Diss., NSUWorks, 2018. https://nsuworks.nova.edu/gscis_etd/1043.

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Policymakers and electronic health records (EHR) experts agree that healthcare professionals lack proficiency in meaningful use of EHRs. This competency gap can result in increased medical errors. It is essential for health professions graduates to acquire skill sets that are adaptable to any electronic health information technologies including the EHRs to facilitate work process and information access. Simulation as an instructional method to create transformative learning experiences has shown promise in the medical profession. In simulations, learners are able to engage in real-life scenarios and practice their cognitive, affective, and psychomotor skills in a safe environment. The goal was to design and develop a simulation-based instructional module on meaningful use of EHR and interprofessional collaborative practice core competencies and evaluate students’ performance and satisfaction under an inter professional teambased setting. Using a design and development research approach, a simulation-based instructional module on meaningful use of EHR and interprofessional core competencies was designed. An internal validation of the module was conducted with an expert panel of medical professionals and instructional designers. Following validation, the instructional module was developed and pilot tested with a group of 21 second- and third year health professions students in medicine, pharmacy, and nursing in an interprofessional team-based learning environment. Students’ performance on meaningful use and interprofessionalism core competencies and their satisfaction during the simulation-based training were evaluated. The results confirmed that the students properly implemented the core competencies based on their performances during the immersive virtual patient encounter in the 3D virtual world. The analysis also showed how the students’ satisfaction was met as a reaction to the guided experiential learning’s (GEL) simulation-based instructional intervention, and in some instances were not sufficiently met. The analysis of the students’ testimonials further confirmed their overall satisfaction with the immersive simulation experience.The findings, based on the feedback from the students and faculty in this pilot implementation, highlighted simulation-based interactive gaming instruction and the hands-on experience in a 3D virtual world guided by GEL as an effective and engaging way to train healthcare professionals in the preparation to deliver care in a safe and effective manner under interprofessional team-based settings for better patient safety and outcome.
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Books on the topic "Gaming environment"

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Viren, Matti, ed. Gaming in the New Market Environment. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613.

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Colorado. Department of Regulatory Agencies. Office of Policy, Research, and Regulatory Reform. 2012 sunset review: Colorado Division of Gaming. Denver, Colo: Colorado Dept. of Regulatory Agencies, Office of Policy, Research and Regulatory Reform, 2012.

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Deal, Tim. Broadband-enabled gaming environments. Silver Spring, MD: Pike & Fischer, 2008.

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Midden, Karen Stoelzle. EGS: Environmental gaming/simulation. Carbondale, IL: [Lands View Consulting, 1991.

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Ferdig, Richard E. Interdisciplinary advancements in gaming, simulations and virtual environments. Hershey, PA: Information Science Reference, 2012.

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Taylor, John L. Guide on simulation and gaming for environmental education. Paris: Unesco, 1985.

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Multiplayer: The social aspects of digital gaming. London: Routledge, 2014.

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David, Crookall, and Arai K. 1950-, eds. Global interdependence: Simulation and gaming perspectives : proceedings of the 22nd International Conference of the International Simulation and Gaming Association (ISAGA), Kyoto, Japan, 15-19 July 1991. Tokyo: Springer-Verlag, 1992.

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Manahan, Stanley E. Environmental science and technology. Boca Raton, Fla: CRC Lewis, 1997.

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New York (State). Legislature. Assembly. Standing Committee on the Judiciary. Public hearing to obtain information regarding Indian land claim, casino gaming and tax agreements: Assembly bill #5159. [Albany, N.Y.?]: Associated Reporters Int'l., Inc., 2005.

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Book chapters on the topic "Gaming environment"

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Centieiro, Pedro, Teresa Romão, and A. Eduardo Dias. "Playing with the Environment." In Gaming Media and Social Effects, 47–69. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-4560-96-2_3.

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Cai, Wei, Conghui Zhou, Victor C. M. Leung, and Min Chen. "Environment Perception for Cognitive Cloud Gaming." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 3–13. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-14254-8_1.

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Sehic, Emdzad, Alexander Verbraeck, and Sebastiaan A. Meijer. "A Game for Requirements Formulation for a Distributed Gaming and Simulation Environment." In Frontiers in Gaming Simulation, 129–39. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_16.

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Plorin, Daniel, and Egon Müller. "Developing an Ambient Assisted Living Environment Applying the advanced Learning Factory (aLF)." In Frontiers in Gaming Simulation, 69–76. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_9.

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Padovani, Luca, and Alessandro Provetti. "Qsmodels: ASP Planning in Interactive Gaming Environment." In Logics in Artificial Intelligence, 689–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30227-8_58.

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Viren, Matti. "Introduction." In Gaming in the New Market Environment, 1–22. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_1.

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Farrell, Lisa. "When Welfare Economics and Gambling Studies Collide." In Gaming in the New Market Environment, 23–53. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_2.

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Forrest, David. "Demand Issues in the Market for Lotto and Similar Games." In Gaming in the New Market Environment, 54–74. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_3.

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Walker, Ian. "Lottery Design Lessons from the Dismal Science." In Gaming in the New Market Environment, 75–98. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_4.

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Smith, Sarah. "Lotteries as a Source of Revenue." In Gaming in the New Market Environment, 99–125. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_5.

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Conference papers on the topic "Gaming environment"

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Zainal Abidin, Noor Fardela, and Robert Wellington. "Simulated Gaming Environment for Ethnography Research." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2011. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat11-13.

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Conconi, Alex, Todor Ganchev, Otilia Kocsis, George Papadopoulos, Fernando Fernández-Aranda, and Susana Jiménez-Murcia. "PlayMancer: A Serious Gaming 3D Environment." In 2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution (AXMEDIS). IEEE, 2008. http://dx.doi.org/10.1109/axmedis.2008.29.

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McGlothlin, M. "Ready, aim, fire: legitimizing the gaming environment." In DIGITAL ARCHITECTURE 2006. Southampton, UK: WIT Press, 2006. http://dx.doi.org/10.2495/darc060221.

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"PlayMancer : A European Serious Gaming 3D Environment." In The Second International Workshop on e-Health Services and Technologies. SciTePress - Science and and Technology Publications, 2008. http://dx.doi.org/10.5220/0001898900510059.

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Grosu, Corina, and Marta Grosu. "Serious gaming: Environmental impact through math." In 2017 International Conference on Energy and Environment (CIEM). IEEE, 2017. http://dx.doi.org/10.1109/ciem.2017.8120855.

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Kenesi, Z., G. Kiss, J. Levendovszky, and S. Molnar. "Optimizing Multiplayer Gaming Protocols for Heterogeneous Network Environment." In 2007 IEEE International Conference on Communications. IEEE, 2007. http://dx.doi.org/10.1109/icc.2007.269.

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Wu, You, Lara Schmidt, Matthew Parker, John Strong, Michael Bruns, and Viniyak Karthik Ramani. "ACTIVE-Hand: Automatic Configurable Tactile Interaction in Virtual Environment." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-71326.

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We present a novel, low-power and untethered pneumatic haptic device, namely the ACTIVE-Hand, for realistic and real-time 3D gaming experience. Currently, body-motion based 3D gaming systems primarily use visual feedback to provide partly immersive gaming experiences. Tactile feedback systems in Virtual Reality provide immersion with high tactile resolution, but they are expensive and difficult to setup and calibrate. The conceptually economical modular design of the ACTIVE-Hand allows easily configurable tactile feedback as per application requirements. Contrary to commercial systems like Wii™ which provide global vibrations as a proxy for synthetic tactile feed-back, the ACTIVE Hand is comparably lightweight, yet scalable to meet localized tactile resolution requirements. The ACTIVE-Hand provides controllable pulses for dynamic virtual interactions such as pressing virtual buttons and hitting moving virtual balls. We successfully demonstrate the paradigm of dynamic tactile interactions in virtual environments through a 3D Pong game by integrating the ACTIVE-Hand with Kinect™ camera.
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Manuaba, Ida Bagus Kerthyayana. "Response models for series of commands in gaming environment." In 2016 2nd International Conference on Science in Information Technology (ICSITech). IEEE, 2016. http://dx.doi.org/10.1109/icsitech.2016.7852613.

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Vazquez, Marynel, Alexander May, Aaron Steinfeld, and Wei-Hsuan Chen. "A deceptive robot referee in a multiplayer gaming environment." In 2011 International Conference on Collaboration Technologies and Systems (CTS). IEEE, 2011. http://dx.doi.org/10.1109/cts.2011.5928688.

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Ahmad, Imran Shafiq, Songqiao Sun, and Boubakeur Boufama. "Agent-based Crowd Simulation Modeling in a Gaming Environment." In 2018 6th International Conference on Multimedia Computing and Systems (ICMCS). IEEE, 2018. http://dx.doi.org/10.1109/icmcs.2018.8525969.

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Reports on the topic "Gaming environment"

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Orvis, Karin A., Kara L. Orvis, James Belanich, and Laura N. Mullin. The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments. Fort Belvoir, VA: Defense Technical Information Center, June 2005. http://dx.doi.org/10.21236/ada437016.

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Olefirenko, Nadiia V., Ilona I. Kostikova, Nataliia O. Ponomarova, Liudmyla I. Bilousova, and Andrey V. Pikilnyak. E-learning resources for successful math teaching to pupils of primary school. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3266.

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Ukrainian primary schools are undergoing significant changes as for Reform ‘New Ukrainian School’, it reflects rapid updating information technology and high level of children’ informational activity. Primary schools are basically focused on development subject knowledge and general study skills. One of the ways of their developing is to use tools and apps. There are the examples of using interactive tools and apps for teaching Math for young learners by teachers-to-be in the article. The article presents as well the experimental data about training teachers-to-be to use tools and apps. Interactive tools and apps provide real task variability, uniqueness of exercises, operative assessment of correction, adjustment of task difficulty, a shade of competitiveness and gaming to the exercises. To create their own apps teachers-to be use the tools that are the part of the integrated Microsoft Office package using designing environments, and other simple and convenient programs. The article presents experimental data about the results of training teachers-to-be to create apps. A set of criteria for creation apps was made and checked at the experimental research such as ability to develop apps, knowledge and understanding the functional capabilities of apps, knowledge of tools for creating apps and their functional capabilities, ability to select and formulate tasks for young learners, ability to assess adequately the quality of the developed apps.
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