1,721,025 research outputs found

    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

    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

    PREDICTORS OF JOB SATISFACTION OF PSYCHOLOGISTS: A SCOPING REVIEW

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    A scoping review was conducted to investigate which variables predict psychologists' job satisfaction the most, across different fields of psychology. The aim was also to determine which predictors and instruments were used most frequently for the assessment of job satisfaction among psychologists. Data search for inclusion in the scoping review was limited to quantitative empirical studies that involved the measurement of job satisfaction of practicing psychologists. Literature searches were made in November of 2023. The information search was systematically performed from the inception of electronic bibliographic databases Web of Science (WoS) and PubMed. All retrieved articles were exported to the Zotero reference manager and deduplicated, followed by screening performed by two independent reviewers, which resulted in a total of 38 articles being eligible for our analysis. A comprehensive data extraction and assessment tool was developed in Excel to assess the characteristics of the included studies. We used the Joanna Briggs Critical Appraisal Tool (CAT) (https://jbi.global/critical-appraisal-tools) to assess the methodological qualities of studies that were included in this research. Results of this study have shown that, across all fields of psychology, job satisfaction levels are most frequently predicted with variables concerning work environment and support. Results imply that psychologists' better communication with and integration among colleagues and superiors was associated with higher satisfaction with their jobs. Conversely, shifts in the work environment, such as increases in technology use and training modifications, as well as workplaces exposed to a higher number of clients have been associated with lower levels of job satisfaction. Furthermore, in the context of all psychological domains, except for clinical psychology, factors related to work environment and support have been most frequently used to assess levels of job satisfaction. In studies that focused on clinical psychologists, the most used factors for assessment of satisfaction have been those related to psychological factors, which encompass personal aspects such as psychological flexibility, self-efficacy, career-sustaining behaviors, and emotional demands. Additionally, our study reports a high diversity of instruments used to measure job satisfaction in different contexts, with a great number of articles reporting using non-validated measures. Our findings highlight the need for standardized, validated measures of job satisfaction which are tailored to specific psychological domains, to better the consistency and applicability of future research outcomes

    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

    WHICH GAMES WITH MICROTRANSACTIONS ARE MOST PREDICTIVE FOR GAMBLING SCORES?

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    Loot boxes are a consumable item which can be used to receive a randomized selection of further virtual items, or loot, ranging from simple customization options to game changing items which help the player. Gacha are like “loot boxes” but the difference is that they have a “pity” system which accumulates the number of times a gacha has been opened and gives a guaranteed item at a certain number of pulls, and they are mostly present in free to play video games. They offer the player limited items and characters which can only be obtained at that certain period, with the chance of obtaining such items being almost impossible to achieve if the player refuses to pay for a better chance at pulling for them. The main purpose of this study was to see if video-games with microtransactions can be good predictors of scoring higher on the SOGS Ra gambling questionnaire, and if so, which ones. An online questionnaire was completed by 208 participants, with 3 of them being deemed invalid. Out of all of them, 180 have played video-games with microtransactions. The findings have shown that none of the most frequently mentioned video-games have had a significant impact on the scores on the SOGS Ra questionnaire, and seems to point towards the problem connecting video-games and gambling not being a specific video-game itself, but something else. For future research, a study taking multiple potential risks for gambling, as well as their video-game counterparts could shine more light on the question of what exactly the trigger is.Loot boxes su predmeti u igricama koji se koriste za dobivanje nasumično odabranih virtualnih predmeta u rasponu od jednostavnih opcija promjene izgleda do predmeta koji mijenjaju igru i pomažu igraču. Gacha su slični "loot boxovima", ali razlika je u tome što imaju takozvani "pity" sustav koji akumulira broj puta kada je gacha otvorena i daje zajamčeni predmet nakon određenog broja pokušaja, a uglavnom su prisutni u besplatnim videoigrama. Oni igraču nude ograničene predmete i likove koji se mogu dobiti samo u određenom razdoblju, pri čemu je šansa za dobivanje takvih predmeta gotovo nemoguća ako igrač odbije platiti za bolju šansu da ih dobije. Glavna svrha ovog istraživanja bila je ispitati mogu li igrice s mikrotransakcijama biti dobri prediktori za postizanje viših rezultata na SOGS Ra upitniku za kockanje, i ako mogu, koje igrice. Internetski upitnik ispunilo je 208 sudionika, od kojih su 3 procijenjena kao nevažećima (N=208). Od svih njih, 180 je igralo igrice s mikrotransakcijama. Rezultati su pokazali da nijedna od najčešće spomenutih igrica nije bila povezana rezultatima na SOGS Ra upitniku, što upućuje na to da problem povezivanja videoigara i kockanja nije u određenoj videoigri, već u nečem drugom. Za buduće istraživanje treba uzeti u obzir više potencijalnih rizika za kockanje, kao i njihove ekvivalente u videoigrama, što bi pobliže odgovoriti na pitanje što točno povezuje videoigre i kockanje

    The impact of war on scientific publishing: A mixed-methods study of Ukrainian researchers' challenges

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    Publishing in peer-reviewed journals presents a challenge for many scientists, specifically due to the high requirements journals pose. Ukrainian scientists face additional difficulties in the publishing process due to working in a war context. Due to the mentioned problems, the organization of international support is needed. One such project is the Giving Voice Project, established through the Translational Research in Medicine – TRIBE postgraduate program, which aims to assist Ukrainian scientists in publishing their war-related experiences. This mixed methods study explored the attitudes and opinions of Ukrainian scientists participating in the Giving Voice project towards publishing in international peer-reviewed journals, identified the principal barriers they encounter in study planning and the publication process, and possible help and changes needed to improve the publishing experience for Ukrainian scientists. We adopted both qualitative and quantitative research approaches, using semi-structured interviews and online surveys with Ukrainian scientists. The inclusion criteria for participants required them to be Ukrainian scientists who had received assistance from the Giving Voice Project and had published research in international journals. Quantitative data was analyzed using descriptive statistics, and qualitative data was analyzed using thematic analysis. Ukrainian scientists shared a similar opinion on the importance of publication in international journals. However, they agreed that the publication process is complicated, as they identified a list of obstacles they encountered in the process of publishing. Named obstacles could be divided into those related and not related to war. The first group included technical issues, devaluation of scientific progress, and low psycho-emotional state. The obstacles unrelated to war included limitations in knowledge and skills in research-related topics, lack of support and funding from the government, and high requirements from journals. However, participants also emphasized the positive changes in the scientific field since the onset of the war, such as the growth of international support. The Giving Voice project was recognized as an essential initiative offering technical and editorial assistance. Despite wartime disruptions, structured mentorship and increased international collaboration can help Ukrainian scientists overcome these barriers. Our study highlights the significant challenges and opportunities faced by Ukrainian scientists in the context of international publishing during wartime. Addressing the identified obstacles through targeted support initiatives, capacity-building programs, and collaborative research opportunities could strengthen Ukraine’s integration into the global scientific community and enhance its contributions to international research.Objavljivanje u recenziranim časopisima predstavlja izazov za mnoge znanstvenike, posebice zbog visokih zahtjeva koje časopisi postavljaju. Ukrajinski znanstvenici suočavaju se s dodatnim poteškoćama u procesu objavljivanja zbog rada u ratnom okružju. Zbog spomenutih problema potrebna je organizacija međunarodne podrške. Jedan takav projekt je projekt Giving Voice, osnovan u okviru poslijediplomskog program Translacijska istraživanja u medicini – TRIBE, koji ima za cilj pomoći ukrajinskim znanstvenicima u objavljivanju njihovih ratnih iskustava. U ovom istraživanju upotrijebili smo mješovite metode kako bi istražili stavove i mišljenja ukrajinskih znanstvenika koji sudjeluju u projektu Giving Voice o objavljivanju u međunarodnim recenziranim časopisima, identificirali glavne prepreke s kojima se susreću u planiranju studija i procesu objavljivanja te ustanovili koje su promjene potrebne za poboljšanje znanstvene produkcije ukrajinskih znanstvenika. Primijenili smo kvalitativne i kvantitativne istraživačke metode, koristeći polustrukturirani intervju i online anketu. Kriteriji za uključivanje zahtijevali su da sudionici budu ukrajinski znanstvenici kojima je kroz projekt Giving Voice pružena pomoć u objavi istraživanja u međunarodnim časopisima. Kvantitativni podaci analizirani su deskriptivnom statistikom, a kvalitativni podaci tematskom analizom. Ukrajinski znanstvenici iskazali su slično mišljenje o važnosti objavljivanja u međunarodnim časopisima. Međutim, složili su se da je proces objavljivanja kompliciran te su naveli popis prepreka s kojima su se susreli u procesu objavljivanja. Imenovane prepreke mogle bi se podijeliti na one povezane s ratom i one koje nisu povezane s njim. Prva skupina uključivala je tehnička pitanja, nedovoljno vrednovanje znanstvenog rada i loše psiho- emocionalno stanje. Prepreke koje nisu povezane s ratom uključivale su ograničenja u znanju i vještinama u istraživačkim temama, nedostatak podrške i financiranja od strane vlade te visoke zahtjeve časopisa. Međutim, sudionici su također naglasili pozitivne promjene u znanstvenom području od početka rata, poput rasta međunarodne podrške. Projekt Giving Voice prepoznat je kao bitna inicijativa koja nudi tehničku i uredničku pomoć. Unatoč problemima s ratom , strukturirano mentorstvo i povećana međunarodna suradnja mogu pomoći ukrajinskim znanstvenicima u prevladavanju spomenutih prepreke. Naše istraživanje ističe značajne izazove i prilike s kojima se suočavaju ukrajinski znanstvenici u kontekstu međunarodnog objavljivanja tijekom rata. Rješavanje identificiranih prepreka putem ciljanih inicijativa podrške, programa izgradnje kapaciteta i mogućnosti suradnje u istraživanju moglo bi ojačati integraciju Ukrajine u globalnu znanstvenu zajednicu i povećati njezin doprinos međunarodnim istraživanjima

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    WHICH GAMES WITH MICROTRANSACTIONS ARE MOST PREDICTIVE FOR GAMBLING SCORES?

    No full text
    Loot boxes are a consumable item which can be used to receive a randomized selection of further virtual items, or loot, ranging from simple customization options to game changing items which help the player. Gacha are like “loot boxes” but the difference is that they have a “pity” system which accumulates the number of times a gacha has been opened and gives a guaranteed item at a certain number of pulls, and they are mostly present in free to play video games. They offer the player limited items and characters which can only be obtained at that certain period, with the chance of obtaining such items being almost impossible to achieve if the player refuses to pay for a better chance at pulling for them. The main purpose of this study was to see if video-games with microtransactions can be good predictors of scoring higher on the SOGS Ra gambling questionnaire, and if so, which ones. An online questionnaire was completed by 208 participants, with 3 of them being deemed invalid. Out of all of them, 180 have played video-games with microtransactions. The findings have shown that none of the most frequently mentioned video-games have had a significant impact on the scores on the SOGS Ra questionnaire, and seems to point towards the problem connecting video-games and gambling not being a specific video-game itself, but something else. For future research, a study taking multiple potential risks for gambling, as well as their video-game counterparts could shine more light on the question of what exactly the trigger is.Loot boxes su predmeti u igricama koji se koriste za dobivanje nasumično odabranih virtualnih predmeta u rasponu od jednostavnih opcija promjene izgleda do predmeta koji mijenjaju igru i pomažu igraču. Gacha su slični "loot boxovima", ali razlika je u tome što imaju takozvani "pity" sustav koji akumulira broj puta kada je gacha otvorena i daje zajamčeni predmet nakon određenog broja pokušaja, a uglavnom su prisutni u besplatnim videoigrama. Oni igraču nude ograničene predmete i likove koji se mogu dobiti samo u određenom razdoblju, pri čemu je šansa za dobivanje takvih predmeta gotovo nemoguća ako igrač odbije platiti za bolju šansu da ih dobije. Glavna svrha ovog istraživanja bila je ispitati mogu li igrice s mikrotransakcijama biti dobri prediktori za postizanje viših rezultata na SOGS Ra upitniku za kockanje, i ako mogu, koje igrice. Internetski upitnik ispunilo je 208 sudionika, od kojih su 3 procijenjena kao nevažećima (N=208). Od svih njih, 180 je igralo igrice s mikrotransakcijama. Rezultati su pokazali da nijedna od najčešće spomenutih igrica nije bila povezana rezultatima na SOGS Ra upitniku, što upućuje na to da problem povezivanja videoigara i kockanja nije u određenoj videoigri, već u nečem drugom. Za buduće istraživanje treba uzeti u obzir više potencijalnih rizika za kockanje, kao i njihove ekvivalente u videoigrama, što bi pobliže odgovoriti na pitanje što točno povezuje videoigre i kockanje
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