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1.
Sci Rep ; 14(1): 8331, 2024 04 09.
Article in English | MEDLINE | ID: mdl-38594309

ABSTRACT

With the rapid accumulation of online information, efficient web navigation has grown vital yet challenging. To create an easily navigable cyberspace catering to diverse demographics, understanding how people navigate differently is paramount. While previous research has unveiled individual differences in spatial navigation, such differences in knowledge space navigation remain sparse. To bridge this gap, we conducted an online experiment where participants played a navigation game on Wikipedia and completed personal information questionnaires. Our analysis shows that age negatively affects knowledge space navigation performance, while multilingualism enhances it. Under time pressure, participants' performance improves across trials and males outperform females, an effect not observed in games without time pressure. In our experiment, successful route-finding is usually not related to abilities of innovative exploration of routes. Our results underline the importance of age, multilingualism and time constraint in the knowledge space navigation.


Subject(s)
Multilingualism , Spatial Navigation , Male , Female , Humans , Individuality
2.
Addict Health ; 16(1): 11-16, 2024 Feb.
Article in English | MEDLINE | ID: mdl-38651028

ABSTRACT

Background: Internet gaming has become popular in the last few decades; however, very few studies have been conducted on internet gaming in India. This study aimed to investigate internet gaming disorder (IGD), its prevalence, gaming behavior, and effects as well as multiple factors associated with its emergence among college students. Methods: This cross-sectional study involved a group of 150 college students. Data were collected using a semi-structured questionnaire containing the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Statistical analysis was done using Jamovi software. Findings: A total of 150 college student gamers were involved with a mean age of 18.69±0.10 years. The mean IGD score was 18.74 with a standard deviation of 0.53, while the median score was 18. The prevalence of IGD was 5.3% among the participants. The IGD prevalence was higher in male students and those whose mothers had a high school diploma or higher. Gamers who spent more than2 hours a day on games had significantly higher IGD scores (P<0.05). A significant association was also found between tingling/numbness in the hand while playing and physical pain with IGD (P<0.05). Conclusion: Spending more time playing online games was significantly associated with a higher risk of IGD. One negative consequence of IGD is the development of physical health issues. It is important to raise awareness about the physical health consequences of excessive gaming among students, parents, institutions, and concerned authorities.

3.
Psychol Res Behav Manag ; 17: 1703-1716, 2024.
Article in English | MEDLINE | ID: mdl-38660459

ABSTRACT

Purpose: With the rapid development of information, digital networks, and artificial intelligence technologies, the new generation of children growing up with electronic products faces the dilemma of addiction to online games. There is a significant correlation between the addiction of rural children to online games and the lack of proper parental upbringing. Patients and Methods: Based on purposive sampling, the research selected 41 sixth-grade rural children, 20 parents, and 14 teachers from three cities in Zhejiang Province, China. Three rounds of semi-structured, in-depth interviews were conducted. Results: The research portrayed that the parental upbringing styles of rural children addicted to online games could be categorized into four types: conflict and chaos type, indulgent and permissive type, disciplinary neglect type, and coercive and brutal type. All four parenting styles were related to emotional involvement and value guidance. Discussion: Both the parenting styles of rural parents and the children's addiction to online games were difficult to self-update and change, and they mutually "affirmed" and even reinforced each other. Insufficient cultural capital was found in rural families, resulting in a closed loop between parental upbringing and online game addiction. Introducing professional expertise, increasing cultural capital, and promoting improvement in rural parenting styles are crucial.

4.
Acta Psychol (Amst) ; 243: 104134, 2024 Mar.
Article in English | MEDLINE | ID: mdl-38228073

ABSTRACT

Online gaming addiction (OGA) has become a noteworthy public concern, especially among university students, thereby requiring in-depth scrutiny. Although previous cross-sectional studies have established a positive link between loneliness and OGA, there is a lack of longitudinal evidence within this field. Moreover, the underlying mechanisms that elucidate the connection between loneliness and OGA are still poorly understood, underscoring a crucial research gap that requires further investigation. Our study utilized a longitudinal approach and developed a moderated mediation model. From September 2021 to September 2022, during the COVID-19 pandemic, data were collected from a sample of Chinese undergraduate students, with 367 participants at T1, 352 at T2, and 340 at T3. Participants completed online self-report surveys, providing valuable data on their levels of loneliness at T1, fear of missing out (FoMO) at T2, sensation seeking at T2, and OGA at T3. Our findings found that loneliness was positively linked to OGA. Further analysis demonstrated that FoMO partially mediated the link between loneliness and OGA. Meanwhile, sensation seeking moderated the pathway from FoMO to later OGA. Specifically, the effect of FoMO on OGA was significant for college students with high sensation seeking. This study offers longitudinal evidence linking loneliness and OGA, which has implications for the development of interventions to reduce OGA.


Subject(s)
Internet Addiction Disorder , Loneliness , Humans , Pandemics , Students , East Asian People
5.
Diagnosis (Berl) ; 11(2): 136-141, 2024 May 01.
Article in English | MEDLINE | ID: mdl-38284830

ABSTRACT

OBJECTIVES: Perform a pilot study of online game-based learning (GBL) using natural frequencies and feedback to teach diagnostic reasoning. METHODS: We conducted a multicenter randomized-controlled trial of computer-based training. We enrolled medical students, residents, practicing physicians and nurse practitioners. The intervention was a 45 min online GBL training vs. control education with a primary outcome of score on a scale of diagnostic accuracy (composed of 10 realistic case vignettes, requesting estimates of probability of disease after a test result, 0-100 points total). RESULTS: Of 90 participants there were 30 students, 30 residents and 30 practicing clinicians. Of these 62 % (56/90) were female and 52 % (47/90) were white. Sixty were randomized to GBL intervention and 30 to control. The primary outcome of diagnostic accuracy immediately after training was better in GBL (mean accuracy score 59.4) vs. control (37.6), p=0.0005. The GBL group was then split evenly (30, 30) into no further intervention or weekly emails with case studies. Both GBL groups performed better than control at one-month and some continued effect at three-month follow up. Scores at one-month GBL (59.2) GBL plus emails (54.2) vs. control (33.9), p=0.024; three-months GBL (56.2), GBL plus emails (42.9) vs. control (35.1), p=0.076. Most participants would recommend GBL to colleagues (73 %), believed it was enjoyable (92 %) and believed it improves test interpretation (95 %). CONCLUSIONS: In this pilot study, a single session with GBL nearly doubled score on a scale of diagnostic accuracy in medical trainees and practicing clinicians. The impact of GBL persisted after three months.


Subject(s)
Clinical Competence , Humans , Pilot Projects , Female , Male , Adult , Students, Medical , Internship and Residency , Computer-Assisted Instruction/methods , Video Games , Learning , Nurse Practitioners/education
6.
Health Sci Rep ; 6(12): e1774, 2023 Dec.
Article in English | MEDLINE | ID: mdl-38107152

ABSTRACT

Background and Aims: Due to the availability of more sophisticated cell phones with top-notch gaming functions, the present generation is more active. The available literature indicates that adolescents experience a variety of psychological issues, like low self-control brought on by an addiction to mobile games. Because of this, the aim of this study is to control the prevalence of, and factors that contribute to, online gaming addiction and its effects on academic performance in Bangladeshi university students. Methods: Convenient sampling was adopted to collect primary data from 399 Bangladeshi university students utilizing a prestructured questionnaire. Descriptive statistics, the χ 2 test, binary logistic regression, and multinomial logistic regression were also used to accomplish the study's objective. Results: According to this study, 62.7% of students play online games over 30 h every week. The findings also show that male students are more inclined than female students to show signs of addiction. Also, regular online gaming can result in long-term problems, and that factor including age, internet access, educational background, and frequency of play can influence the likelihood of these problems. The findings shows that a lower cumulative grade point average (CGPA), less physical activity, and less study time are associated with playing online games for at least 30 h per week. Moreover, the study found that playing online games, playing for long time, and skipping class can all have an adverse effect on a student's academic performance. Conclusions: The authors recommend that the authorities set up a good entertainment environment and take into account the findings of this article to discourage students from playing online games. Furthermore, encouragement of extracurricular activities such as sports or other pursuits is also essential in assisting Bangladeshi students in overcoming their addiction to mobile games.

7.
Nurse Educ Pract ; 73: 103828, 2023 Nov.
Article in English | MEDLINE | ID: mdl-37944404

ABSTRACT

AIMS: This study aimed to identify the efficiency of escape room activities in terms of enhancing nursing students' retention of maternity-related knowledge and their overall learning performance. BACKGROUND: Novel teaching methods have been explored as alternatives to traditional approaches. One such strategy is the implementation of escape-room-based techniques, which have been used as an inventive educational approach in nursing. However, there is limited information available on specific applications, such as in maternity education. DESIGN: The study conducted a quasi-experimental design during two semesters of an academic year (i.e., the 2021-2022 academic year). The study was conducted at a university, with participants enrolled in a maternity course. METHODS: The experimental group engaged in an online game-based escape room learning activity during the pregnancy assessment session of their maternity course, while the control group learned with a traditional teaching approach. The Mann-Whitney U test was used to compare the performances of the two groups. RESULTS: Findings from the experimental group suggested that incorporating an online game-based escape room approach into the learning process enhanced students' learning performance, problem-solving skills and critical thinking skills. Additionally, students expressed a consensus that learning through the online game-based escape room approach added enjoyment to the learning experience. CONCLUSIONS: Maternity escape rooms" emerged as an online game-based approach that effectively stimulated nursing students and can serve as a practical resource for engaging in maternity care learning.


Subject(s)
Maternal Health Services , Students, Nursing , Humans , Female , Pregnancy , Problem Solving , Thinking , Learning
8.
BMC Psychol ; 11(1): 241, 2023 Aug 23.
Article in English | MEDLINE | ID: mdl-37612743

ABSTRACT

BACKGROUND: Online game addiction has become a prominent public concern, particularly among emerging adults, warranting in-depth investigation. Despite prior cross-sectional research indicating a negative correlation between gratitude and online gaming addiction, a dearth of longitudinal research exists in this area. Furthermore, the underlying mechanisms that explain the link between gratitude and online gaming addiction remain poorly understood, highlighting a critical research gap in the field. METHODS: To bridge this gap, our study adopted a three-wave longitudinal design and constructed a multiple mediation model. Over the course of one year, data was collected from a sample of Chinese undergraduates, with 319 students participating at Time 1, 305 at Time 2, and 292 at Time 3. Participants were administered online self-report surveys, enabling the acquisition of valuable data regarding their levels of gratitude, online game addiction, self-control, and loneliness. RESULTS: The findings revealed a negative correlation between gratitude measured at Time 1 and online game addiction assessed at Time 3. Further analysis demonstrated that both self-control and loneliness played multiple mediating roles at Time 2 in the link between gratitude and online game addiction. CONCLUSION: These research findings shed light on the underlying mechanisms between gratitude and online game addiction, which provide implications for developing interventions (e.g., interventions based on gratitude) for reducing young adults' online game addiction.


Subject(s)
Asian People , Internet Addiction Disorder , Students , Humans , Young Adult , Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Cross-Sectional Studies , Evidence Gaps , Students/psychology , Internet Addiction Disorder/prevention & control , Internet Addiction Disorder/psychology , Universities , Emotions
9.
Front Psychol ; 14: 1185353, 2023.
Article in English | MEDLINE | ID: mdl-37519374

ABSTRACT

Introduction: The present study aimed to examine the effects of online game addiction on reduced academic achievement motivation, and the mediating role of learning engagement among Chinese college students to investigate the relationships between the three variables. Methods: The study used convenience sampling to recruit Chinese university students to participate voluntarily. A total of 443 valid questionnaires were collected through the Questionnaire Star application. The average age of the participants was 18.77 years old, with 157 males and 286 females. Statistical analysis was conducted using SPSS and AMOS. Results: (1) Chinese college students' online game addiction negatively affected their behavioral, emotional, and cognitive engagement (the three dimensions of learning engagement); (2) behavioral, emotional, and cognitive engagement negatively affected their reduced academic achievement motivation; (3) learning engagement mediated the relationship between online game addiction and reduced academic achievement motivation.

10.
Acta Psychol (Amst) ; 237: 103948, 2023 Jul.
Article in English | MEDLINE | ID: mdl-37267879

ABSTRACT

This study aimed to investigate the mediating role of communication skills, which has a decisive role in people's healthy interaction with others, between social skills that enable the construction of social networks and digital game addiction. The study was conducted as a relational survey quantitative research model. A total of 474 university students, 232 of whom were female and 242 were male, comprised the participants of the study. The Social Skills Scale, the Communication Skills Scale, and the Digital Game Addiction Scales were used in this research. The data were analyzed using the AMOS-23 program. Results of the analysis showed that social and communication skills were strongly negatively related to digital game addiction, while communication skills were a solid mediator between social skills and digital game addiction. When the results are evaluated holistically, it is thought that digital games are an important escape area for individuals with low social and communication skills.


Subject(s)
Social Skills , Video Games , Humans , Male , Female , Surveys and Questionnaires , Communication
11.
Curr Psychol ; : 1-13, 2023 Jun 01.
Article in English | MEDLINE | ID: mdl-37359669

ABSTRACT

This study explores the relationship between initial daily negative mood, online game usage and subsequent positive mood; and examine the moderating roles of hedonistic motivation on the perspective of mood regulation theory. To gather data over five consecutive workdays, this study used the experience sampling method. We then obtained 800 valid daily data from 160 participants. The results of multilevel path analysis show that: (i) initial daily negative mood increases the usage of online games and further enhances subsequent positive mood; (ii) students with higher hedonic motivation will show a stronger positive correlation between initial daily negative mood and online game usage; (iii) students with higher hedonic motivation will show a stronger positive correlation between online game usage and subsequent positive mood. Theoretical and practical implications are also investigated in this study.

12.
Front Psychiatry ; 14: 1014621, 2023.
Article in English | MEDLINE | ID: mdl-37124255

ABSTRACT

The aim of this study is to examine the methodological orientations in game addiction studies in Turkey between 2019 and 2022 in a holistic way and to present suggestions for new literature studies. For this purpose, only articles written in Turkish language were reviewed on Google Scholar. Open-access quantitative studies between 2019 and 2022 were included in our study. As a result, 69 out of 257 studies were found to comply with the predetermined criteria. The number of participants in these 69 studies, with a total sample size of 26,415, varies between 60 and 987. Almost half of the studies sample group is children (n = 36). The majority of the studies examine the relationship between academic achievement, familial and social relationship problems, gaming behavior and game addiction in children and adolescents. It was found that gaming addiction was higher in male students compared to female students, especially between the ages of 14-15. Among children, male students play digital games more than girls, and they mostly prefer action-adventure, war, and racing games. Previous studies have concluded that the use of consoles and smartphones in adolescents and young adults has a high impact on digital game addiction. In the light of the findings, it is suggested that empirical studies on game addiction should be addressed with different aspects using new literature studies.

13.
Cyberpsychol Behav Soc Netw ; 26(6): 432-439, 2023 Jun.
Article in English | MEDLINE | ID: mdl-37222760

ABSTRACT

Despite the rapidly increasing number of female gamers worldwide, female players are still experiencing discrimination, stereotyping, and objectification in digital games. The present study examined the relationships among gender stereotypes, sexism, and sexual harassment in online games, and further investigated how enhanced social presence contributes to intensifying the effects of gender stereotypes and sexism on sexual harassment. An online survey was conducted among 521 young male Korean gamers who regularly play two genres of online games: role-playing games and first-person shooter games. The results of moderated-mediation analyses using Hayes PROCESS macro models confirmed that gender stereotypes had significant effects on hostile and benevolent in-game sexism. A significant interaction was also observed between in-game sexism and social presence in predicting sexual harassment in online games. The findings from this study confirm the role of social presence as an amplifier that reinforces gender stereotypes and discrimination in competitive and violent online game environments.


Subject(s)
Sexual Harassment , Video Games , Humans , Male , Female , Sexism , Stereotyping , Republic of Korea
14.
Healthcare (Basel) ; 11(9)2023 Apr 25.
Article in English | MEDLINE | ID: mdl-37174768

ABSTRACT

This study aimed to test the effect of online gaming speculative experiences on problem gambling via irrational beliefs in and attitudes toward gambling. Data were obtained from the Korea Center on Gambling Problems, and participants comprised 386 adolescents (female 168, male 218) who currently play online games and have experience with betting games or gambling. The main findings are that (i) online game speculative experience positively influenced gambling attitude (B = 0.172, p < 0.001); (ii) online game speculative experience positively influenced irrational beliefs (B = 0.194, p < 0.001); (iii) online game speculative experience (B = 0.140, p < 0.001), gambling attitude (B = 0.294, p < 0.01), and irrational beliefs (B = 0.689, p < 0.001) was positively correlated with problem gambling. Also, the mediation effect was statistically significant. Policy and practical measures to assess the impact of gaming facilitating speculative experience and for intervening in gambling problems in adolescents are discussed. The results suggest the need to screen, educate, and provide short-term interventions to adolescents with online game speculative experience. Strict assessments, regulation, and surveillance of speculative elements can preserve online gaming as a healthy play culture for the adolescents.

15.
Front Public Health ; 11: 1111889, 2023.
Article in English | MEDLINE | ID: mdl-37089492

ABSTRACT

Background and aims: Internet gaming disorder (IGD) and aggression (AG) are widespread phenomena around the world. Numerous studies have explored the relationship between the two but findings from such studies are inconsistent. The meta-analysis aimed to evaluate the relationship between IGD and AG as well as identify the variables moderating the relationship. Method: Studies investigating the relationship between IGD and AG were searched using selected terms to identify studies published from 1999 to 2022 on CNKI, Wanfang Data, Chongqing VIP Information Co., Ltd. (VIP), Baidu scholar, ProQuest dissertations, Taylor & Francis, Springer, Web of Science, Google Scholar, Elsevier Science (Science Direct), EBSCO, and PsycINFO. The identified studies were pooled and analyzed. Results: A total of 30 samples comprising 20,790 subjects were identified. Results showed that there was a moderate relationship between IGD and AG (r = 0.300, 95%CI [0.246, 0.353]). Moderator analysis revealed that the relationship between IGD and AG was moderated by the region, age, and survey year. Conclusion: This meta-analysis indicated that people with a higher level of IGD might show more aggression, and people with more aggression might have a higher level of IGD. The correlation coefficient between IGD and AG was significantly higher in Asia than in Europe, higher in primary school than in middle school and university, and higher by increasing year. Overall, our findings provide a basis for developing prevention and intervention strategies against IGD and AG. Systematic review registration: https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42022375267, 42022375267.


Subject(s)
Behavior, Addictive , Video Games , Humans , Young Adult , Adolescent , Internet Addiction Disorder , Behavior, Addictive/epidemiology , Aggression , Surveys and Questionnaires
16.
Article in English | MEDLINE | ID: mdl-36441375

ABSTRACT

In recent years, in addition to its clinical importance, interest in the social-cognitive aspect of internet gaming disorder (IGD) has increased. This study aimed to investigate autistic traits, executive functions, and self-regulation abilities of patients with IGD. Eighty-seven male patients with IGD and eighty-three male healthy controls (HC) were included in the study. All patients were diagnosed with IGD as per the diagnostic criteria of Diagnostic and Statistical Manual of Mental Disorders-5. Healthy controls without any comorbid psychiatric diagnosis were recruited from the community. The Brief Rating Inventory of Executive Function (BRIEF) and the Social Responsiveness Scale (SRS) were implemented to evaluate autistic traits, executive functions, and self-regulation skills. The Beck Depression Inventory (BDI), Screen for Child Anxiety and Related Disorders and Internet Gaming Disorder Scale-Short-Form were used to evaluate psychopathology. The effect size of the impairments in executive functions and self-regulation skills was large (Cohen's d = 1.0-2.0). IGD groups had higher levels of autistic traits compared to healthy controls (d = 1.0-1.4). The differences in BDI and BRIEF scores remained significant in logistic regression analysis. Age at illness-onset, total severity of anxiety, and autistic traits were found as significant correlates of deficits in executive functions among patients with IGD. The results of this study supported the higher autistic traits and poorer executive function skills of patients with IGD. Deficits in executive functions were associated with autistic traits and younger age-onset of the illness.

17.
Front Psychiatry ; 13: 937841, 2022.
Article in English | MEDLINE | ID: mdl-36046157

ABSTRACT

Secondary Vocational School Students are particularly susceptible to online game addiction due to adolescent characteristics and superimposed pressures of academic and employment. Based on the theoretical framework of self-identity and self-esteem, the present research conducted a questionnaire survey using samples of secondary vocational school students to investigate the relationship between pathological online game use (POGU), self-esteem and self-identity. The results showed that 15.56% of secondary vocational students' level of POGU met the diagnostic criteria, and POGU and self-esteem appeared significant differences in gender and family types. Moreover, lower self-esteem and self-identity were associated with higher POGU and self-esteem played a partial mediating role in the relationship between self-identity and POGU. We briefly discussed practical implications of our findings and the future research.

18.
Metas enferm ; 25(5): 15-22, Jun 2022. tab
Article in Spanish | IBECS | ID: ibc-206863

ABSTRACT

Objetivo: determinar la prevalencia de uso de juegos de azar y apuestas de jóvenes y adolescentes matriculados en centros públicos en la Comarca del Río Mula de la Región de Murcia, España. Método: estudio descriptivo transversal realizado entre octubre y noviembre de 2020. La población de estudio la conformaron 494 estudiantes de dos institutos públicos (de 13 a 25 años). Se midieron variables sociodemográficas, académicas, de consumo de sustancias, juegos de azar utilizados, motivos de juego [cuestionario GMQ (emociones positivas, afrontamiento del estrés, causa social)] y problemas de juego [escala SOGS-RA (no jugador o no problemático; jugador de riesgo; problema de juego)]. Se realizaron análisis descriptivo y bivariante. Resultados: participaron 147 estudiantes (65,3% mujeres; 82,3% de 13 a 18 años). El 37,7% había jugado alguna vez; los juegos más frecuentes fueron loterías, quinielas y rascas (32,7%), bingo (19,7%). El juego en línea fue ≤ 3,4%. El motivo de juego con mayor media fue la búsqueda de emociones positivas (= 5,48 sobre 15 puntos). Según la escala SOGS-RA un 3,4% era jugador de riesgo y un 2,1% tenía problemas de juego. Se encontró una proporción superior de problemas o riesgo de problemas con el juego en hombres y en quienes consumían sustancias recreativas. Conclusión: un alto porcentaje de adolescentes y jóvenes se han iniciado en el juego, una parte de los cuales están en riesgo o han desarrollado un problema de adicción. El juego es accesible a pesar de la prohibición legal. Es necesaria la actuación sobre estos problemas.(AU)


Objective: to determine the prevalence of gambling and betting activities among young persons and adolescents enrolled in public centres from the Comarca del Río Mula of the Region of Murcia, Spain. Method: a descriptive cross-sectional study conducted between October and November 2020. The study population consisted of 494 students from public secondary schools (13 to 25 years old). Sociodemographic and academic variables were measured, as well as substance use, games of chance used, reasons for gambling [GMQ questionnaire (positive emotions, coping with stress, social causes)] and gambling problems [SOGS-RA scale (not gamblers or non-problem; at risk; gambling problem)]. Descriptive and bivariate analyses were conducted. Results: the study included 147 students (65.3% female; 82.3% from 13 to 18 years old). Of these, 37.7% had gambled at some point; the most frequent games were lotteries, betting games and scratch cards (32.7%), and bingo (19.7%). Online gambling was ≤ 3.4%. The reason for gambling with the highest mean value was the search for positive emotions (= 5.48 over 15 scores). According to the SOGS-RA scale, 3.4% were gamblers at risk and 2.1% had gambling problems. A higher proportion of problems or risk of problems with gambling was found in men and in those using recreational substances. Conclusion: a high proportion of adolescents and young persons have started gambling, and part of them are at risk or have developed a gambling problem. There is access to gambling regardless of the legal prohibition. It is necessary to act upon these problems.(AU)


Subject(s)
Humans , Male , Female , Adolescent , Young Adult , Gambling/complications , Internet , Multivariate Analysis , Alcohol Drinking in College , Epidemiology, Descriptive , Cross-Sectional Studies
19.
Antibiotics (Basel) ; 11(5)2022 May 01.
Article in English | MEDLINE | ID: mdl-35625255

ABSTRACT

Antimicrobial resistance (AMR), particularly antibiotic resistance, is one of the most challenging global health threats of our time. Tackling AMR requires a multidisciplinary approach. Whether a clinical team member is a cleaner, nurse, doctor, pharmacist, or other type of health worker, their contribution towards keeping patients safe from infection is crucial to saving lives. Existing literature portrays that games can be a good way to engage communities in joint learning. This manuscript describes an educational antimicrobial stewardship (AMS) game that was co-created by a multidisciplinary team of health professionals spanning across high- and low- to middle-income countries. The online AMS game was promoted and over 100 players across 23 countries registered to participate on 2 occasions. The players were asked to share feedback on the game through a short online form. Their experiences revealed that the game is relevant for creation of awareness and understanding on antimicrobial stewardship in both high- and low-to-middle income settings worldwide.

20.
Multimed Tools Appl ; 81(26): 37763-37779, 2022.
Article in English | MEDLINE | ID: mdl-35493419

ABSTRACT

With the advancement of multimedia communications and information technologies, online video games have become very popular recreational activities worldwide, while Multiplayer Online Battle Arena (MOBA) games have gained immense popularity from game players in recent times. Therefore, based on quality of experience, audiovisual quality evaluation models for MOBA games have been proposed in this study. The subjective data from 210 game players (both males and females) about audio quality during conversation, the video quality, the overall quality, and the weighted percentage of video and voice have been collected from small competition events of the Garena ROV (Arena of Valor) in Hua Hin, Thailand. The data from 160 game players have been used to create the models, while the data from 50 game players have been applied for model performance evaluation. After developing the models, Mean Absolute Percentage Error (MAPE) technique has been utilized for model evaluation. On completion of this study, it was found that two thirds of the proposed models provide better performance than the other previous works. All of them, called MOSAudiovisual-MOBA1 model, MOSAudiovisual-MOBA2 model and MOSAudiovisual-MOBA3 model, show excellent performances with MAPE values of 4.95%, 5.92% and 4.75% respectively. Therefore, excellent performance of these proposed models becomes one of the contributions of this study. Also, this evidence of excellent model performance makes the proposed models ideal for utilization for assessment of audiovisual quality of the MOBA games. All audiovisual quality evaluation models provide excellent efficiencies.

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