1,721,394 research outputs found

    A motivator game for forensic vigilance training: Exploring the potential of the card game ROTBEESTEN?! as compared to treatment as usual

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    In the field of forensic mental healthcare, forensic vigilance is an im-portant skill of healthcare professionals to deal with criminal behaviour of pa-tients. The facilitated, collaborative card game ROTBEESTEN?! was developed to motivate professionals to enrol in forensic vigilance training. A controlled ex-periment was conducted with professionals from a Dutch forensic mental healthcare facility to explore the potential of the motivator game. The control condition involved ‘treatment as usual’: an oral presentation followed by a group discussion. Questionnaires, interviews and observations were used to measure certain participant characteristics, the quality of the game, and the user experience in both conditions. Respondents expressed significantly higher pref-erences for active, experiential learning styles than for learning from theoretical sources. In addition, respondents evaluated the quality of the game positively. Finally, respondents reported significantly higher scores on four out of five di-mensions of (game) experience in the experimental condition than in the control condition. Limitations of the study include a low response rate to the post-questionnaires. As a result, the effects of both the game and presentation could not be established reliably. From the results, we may conclude that the game ROTBEESTEN?! was evaluated more positively and has more potential to moti-vate participants for follow-up training activities than ‘treatment as usual’ (an oral presentation). These findings are in line with the preferred learning styles reported. Games seem promising tools to motivate (healthcare) professionals to enrol in training activities. Future research will establish if indeed the game’s motivating effects exceed those of an oral presentation.Accepted Author ManuscriptPolicy AnalysisGame La

    Talk that Talk: Design and evaluation of a persuasive card game against sexually transgressive behaviour

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    Sexually transgressive behaviour (STB) causes serious problems for, among others, students of higher education. The persuasive card game TALK THAT TALK was designed to promote ethical bystander behaviour in STB situa-tions and contribute to a social transition to less sexual violence. To this aim, the game facilitates Intergroup Dialogues between female and male players. A con-trolled experiment was conducted to evaluate the game. The outcome variables of the experiment were obtained from the literature: Willingness to Intervene, Awareness of prevalence of STB, and Bystander Responsibility. Quantitative and qualitative analyses, including validated questionnaires and semi-structured in-terviews, were employed to measure the game’s effects. Participants evaluated the quality of the game (session) and game experience positively and reported that meaningful intergroup dialogues about STB situations took place during the game session. As a result, in the experimental group a significant increase of the three outcome variables was observed, whereas in the control group a non-sig-nificant decrease was found. However, due to a selection bias in the recruitment of participants the effects were possibly overestimated. Reversely, a lack of prac-tical skills training in the game may have led to an underestimation of the effects. We concluded that the game TALK THAT TALK may promote ethical bystander behaviour in STB situations by facilitating an intergroup dialogue between fe-male and male participants. Future research should establish if the results can be generalised to a more representative sample of participants and if the game ef-fects may be improved when institutes for higher education include the game in large-scale intervention programmes against sexually transgressive behaviour.Accepted Author ManuscriptPolicy AnalysisSystem EngineeringOrganisation & Governanc

    Harnessing the potential of simulation and speculative games for transdisciplinary collaboration:lessons from experience

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    Addressing societal challenges requires taking a systems perspective, and establishing a shared understanding and mutual learning. This includes not only learning and gaining a systemic understanding about a system’s complexity, but also of the perspectives and values involved in challenges to be addressed. In this study, ‘speculative games’, games that focus on hypothetical scenarios or experiencing the consequences of technological, social, or environmental changes, are proposed as extensions of simulation games as tools to explore perspectives and values. By reflecting on experiences of the design and use of three games, we provide preliminary insights into the benefits of both simulation and speculative games. We discuss how the speculative games, in contrast to the simulation game, use deliberately open-ended objectives and ambiguous in-game objects and materials to contribute to issue formation. We further discuss how, as a result, the speculative games establishes mutual learning through collective sense-making of the games’ ambiguous materials and reflecting on how these relate to real-world issues. In the simulation game, learning both about the system’s complexity and the perspectives of other players originates from experimenting, discussing and reflecting on actions taken in the game. Our experiences suggest that simulation and speculative games can be complementary tools in addressing societal challenges. As these type of games are not mutually exclusive, future research can focus on exploring the use of speculative elements in simulation games that aim to facilitate transdisciplinary collaborations and addressing societal challenges

    Land-use decisions in challenging contexts: Simulating local realities of small-scale farmers in forest frontiers of the Peruvian Amazon

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    Interventions aimed at reducing environmental degradation and promoting sustainable development in tropical forest frontiers generally fail to match the realities that smallholder farmers in disadvantaged contexts face when making land-use decisions. To transform frontiers into resilient landscapes, the integration of all stakeholders and a common understanding of diverse perspectives is crucial. To bridge the knowledge and perspective gap between decision-makers, practitioners, and rural communities in tropical forest frontiers, we developed an innovative tool based on serious games. Our game is based on a case study of smallholder farmers in the Peruvian Amazon and simulates local socio-ecological dynamics allowing for reflection and collective learning among participants. By testing our tool in diverse settings, it has been observed that our game facilitates extensive reflections and dialogues, allowing participants to better understand and reflect on the difficulties of making sustainable land use decisions in challenging contexts. It also highlights the need to consider collective decision-making processes, in addition to the opportunities offered by adopting an agroecological transition approach. Future developments of our tool include the systematization of game sessions through data collection and adaptation to different contexts and settings, while maintaining a balance between levels of playability and the simulation of complex realities

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    On Simulating Shocks and Stresses in Climate Change Games:A Review of Game Design Strategies

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    In the last few decades, simulation games have been successfully used around the world in the context of addressing climate change related challenges. A particular game design challenge in these games is simulating both short-term events (shocks) and long-term gradual changes (stresses) and their interplay as a result of climate change. In response to encountering this challenge in the design of a climate change game, the study presented in this paper aimed to identify game design strategies and mechanisms to simulate both shocks and stresses in climate change games. Games included in recent review papers on climate change games were reviewed, resulting in the identification of four game design strategies: (1) time-based simulation with triggered events; (2) shocks as changing probabilities; (3) jump to a future climate scenario; and (4) climate change as a game condition. Each strategy is briefly described with examples of mechanisms used in games. From a research perspective, the presented study serves as a precursor to specify research questions and a review protocol for conducting a systematic review on this topic, thereby addressing this study’s limitation of missing relevant games not covered in the review papers. From a game design perspective, the study and identified strategies offer guidance and inspiration for game designers working on climate change games

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods
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