ARTICLE | doi:10.20944/preprints202303.0100.v1
Subject: Computer Science And Mathematics, Computer Science Keywords: Gaming; network optimization; troubleshooting & management
Online: 6 March 2023 (07:45:17 CET)
In the fast-paced internet world that we live in today, internet technologies and tools that enable us to connect online are rapidly changing and improving. To adapt to the changing environment, many game developers are changing their business models to adjust to this online environment by developing games that are centred around online gaming. As such, the internet demands of consumers such as gamers are increasing because of the need for quality internet connection for optimal gameplay. There are too many factors that can affect online gameplay. Moreover, not all gamers are equipped with the network knowledge and skills to diagnose and troubleshoot any internet issues that may arise during their gameplay session. The main contribution of this research was to gather insights from Malaysian broadband internet consumers, mainly from gamers and general users regarding their opinions of their ISP service experience in gaming, general use and service quality. A 1-click solution is presented as a smart autonomous network monitoring tool that can autonomously monitor, diagnose, and troubleshoot network problems with minimal input from the user. This research was conducted using a mixed-mode research methodology where the participants were asked to fill up a questionnaire regarding the user experience of their Internet Service Provider (ISP), and their perception of the 1 click-automated networking tool for their personal use. It is shown that there is a market demand for a 1 click-automated networking tool as gamers and general users both agree that such a tool would be beneficial to them by improving the internet quality of a network.
ARTICLE | doi:10.20944/preprints202301.0292.v1
Subject: Medicine And Pharmacology, Psychiatry And Mental Health Keywords: gaming; IGD; adolescents; children; adult; internet; Saudi Arabia
Online: 17 January 2023 (01:45:28 CET)
Abstract: Objective: Internet gaming disorder (IGD) is an emerging psychiatric disorder that has received attention over the past decade. Few studies have attempted to describe this disorder in the Saudi population. This study aimed to examine the prevalence of IGD and associated factors. A cross-sectional study was conducted using translated Arabic and a validated questionnaire targeting both genders in Saudi Arabia. Methodology: A cross-sectional study using a validated questionnaire (IGD-20) and targeting Arabic-speaking children, youth, and transitional age including both genders. A snowball approach was used to sample our population using an electronic survey. Logistic regression was used to examine factors associated with IGD diagnosis. The study was guided by the STROBE statement. Results: Among 419 individuals who participated in the study, 171 were classified as non-IGD, 167 were at risk for IGD (RIGD), and 72 were IGD. There is no significant association between IGD diagnosis and gender, nationality, residence, and family income. Time playing per week was significantly associated with IGD diagnosis (X2=49.256, p<0.01). There is a significant association between IGD-20 groups and categorical age groups (X2=10.096, p<0.01). Among our sample, the percentages of males (54.2%) and females (45.8%) who met the criteria for IGD were comparable. Conclusion: IGD and RIGD prevalence was significantly high in both age groups. Both males and females were affected similarly.
ARTICLE | doi:10.20944/preprints202208.0469.v1
Subject: Social Sciences, Psychology Keywords: Escapism; addiction; excessive behaviors; internet use; gambling; gaming
Online: 29 August 2022 (07:16:59 CEST)
Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (N = 1,022, 51.27% male) was surveyed at three time points in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem Gambling Severity Index), excessive gaming (Internet Gaming Disorder Test), and excessive internet use (Compulsive Internet Use Scale). Three escapism-specific questions were used to construct a dedicated escapism variable. Socio-demographic variables, alcohol consumption, and psychological distress were used as controls. The study was conducted with multilevel regression analyses using hybrid models. Our research showed that escapism had strong within-person effects on excessive gambling, B = 0.18, p = .003; excessive gaming, B = 0.50, p < .001; and excessive internet use, B = 0.77, p < .001 over time. The between-person effect of escapism was demonstrated on excessive gaming B = 0.91, p <.001; and excessive internet use B = 0.61, p = .036. Adverse societal events and uncertain times can manifest in excessive online behaviors motivated by escapism, highlighting a need to focus prevention efforts on healthy coping methods.
ARTICLE | doi:10.20944/preprints202010.0344.v1
Subject: Business, Economics And Management, Accounting And Taxation Keywords: educational escape room; persuasive gaming; professional development; alignment
Online: 16 October 2020 (08:36:22 CEST)
This article analyzes the design of MasterMind, an escape room that served as a means of professional development in the use and implementation of online educational tools in academic teaching. Escape rooms have inspired educators all over the world to adapt the popular entertainment activity for education. The time-constrained and problem-based games require active and collaborative participants, which makes an escape room an interesting setting for educators. As there are differences in the settings and goals of educational and recreational escape rooms, there is a need for description of the design process, taking into account game design and educational aspects. MasterMind was developed by a multidisciplinary team of educators, educational researchers and game researchers. The design analysis of MasterMind focuses on three related challenges that have informed the design process: 1) the participants' transition from the real world to the game world; 2) the alignment of game design aspects and educational aspects in the game world; and 3) the transfer from experiences and knowledge obtained within the game world back into the real world. The description and analysis is guided by frameworks on persuasive games and the alignment of game goals and learning goals. The analysis gives insights in how to balance game and educational aspects in the design, in order for players to reach both persuasive and learning goals. We recommend an integrated approach of the different design challenges. Therefore, we propose a design model combining and aligning the used frameworks, leading to an integrated approach in tackling design challenges in persuasive, serious games.
ARTICLE | doi:10.20944/preprints202304.0028.v1
Subject: Medicine And Pharmacology, Cardiac And Cardiovascular Systems Keywords: excessive Internet gaming; heart rate variability; high frequency; impulsivity, young male adults
Online: 3 April 2023 (13:46:36 CEST)
Several studies have reported a relationship between autonomic dysfunction during tasks and Internet addiction. Changes within 24 h regarding heart rate variability (HRV) may be a more sensitive indicator than short term observations. We evaluated the influence of excessive Internet usage on HRV using a 24 h electrocardiogram (ECG) and examined acute changes during computer game tasks. A total 13 high school students and 22 young adults were recruited, and divided into excessive Internet user and non- excessive user groups based on Internet addiction test scores. The ECG was recorded continuously for 24 h by a wearable sensor and during two computer games (the Iowa gambling task and each participant’s preferred game) using a standard type ECG system. Multiple psychometric tests were also conducted. The excessive Internet user group exhibited clinically significant depressive symptoms, and higher self-reported scores for anxiety, impulsivity, autistic tendencies, and sleep problems than the non- excessive internet user group. There were weak differences within the 24 h high-frequency (HF) band power between two groups. During the Iowa gambling task, younger participants exhibited a reduced HF response, which may be related to weaker top- down self- regulatory mechanisms.
COMMUNICATION | doi:10.20944/preprints202103.0458.v1
Subject: Social Sciences, Political Science Keywords: strategy; national security; competitive gaming; wargaming; military; defense force; arboviruses; crisis management
Online: 18 March 2021 (07:20:31 CET)
The emergence of existing and novel vector-borne disease pathogens is highly unpredictable because there are so many possible causal factors of sociological, ecological, biological, behavioral and political origin. Traditional data-driven forecasting tools have limited use in circumstances featuring low-probability crises for which trend data is unreliable and non-predictive. Commercial and security sectors have been quick to adopt various forms of wargames to address this gap and provide intelligent insights on possible outcomes in the short, mid and long term future. The lack of commitment and action against vector-borne diseases by governments and local authorities requires a new approach that presents risk in terms of potential actions, possible outcomes and resulting consequences.
ARTICLE | doi:10.20944/preprints202305.1741.v1
Subject: Computer Science And Mathematics, Analysis Keywords: tactic analysis; gaming tree; nash equilibrium; badminton analysis and prediction; computer-based analysis
Online: 25 May 2023 (05:35:09 CEST)
Badminton tactics refer to the techniques and strategies employed by players to win a match. Analyzing these tactics can help players improve their performance and outsmart their opponents. To study the tactics of top players, we use a gaming tree to analyze matches between two of the most powerful badminton players in history: Lin and Lee. By employing the Nash Equilibrium, we can discover the most beneficial strategies for both players, which reflect their most powerful techniques. Additionally, with the help of this gaming tree, we can precisely predict how players will implement their tactics. Empirical experimental results demonstrate that our proposed method not only evaluates and identifies each player's weaknesses and strengths but also has powerful capabilities to predict their tactics.
ARTICLE | doi:10.20944/preprints202106.0459.v1
Subject: Engineering, Automotive Engineering Keywords: Autonomous Driving System; In-Car Gaming; Driver Behavior; Driving Related Tasks; 3D-VR/AR
Online: 17 June 2021 (12:29:00 CEST)
As Automated Driving Systems (ADS) technology gets assimilated into the market, the driver’s obligation will be changed to a supervisory role. A key point to consider is the driver’s engagement in the secondary task to maintain the driver/user in the control loop. The paper’s objective is to monitor driver engagement with a game and identify any impacts the task has on hazard recognition. We designed a driving simulation using Unity3D and incorporated three tasks: No-task, AR-Video, and AR-Game tasks. The driver engaged in an AR object interception game while monitoring the road for threatening road scenarios. From the results, there was less than 1 second difference between the means of gaming task (mean = 2.55s, std = 0.1002s) to no-task (mean = 2.55s, std = 0.1002s). Game scoring followed three profiles/phases: learning, saturation, and decline profile. From the profiles, it is possible to quantify/infer drivers’ engagement with the game task. The paper proposes alternative monitoring that has utility, i.e., entertaining the user. Further experiments AR-Game focusing on real-world car environment will be performed to confirm the performance following the recommendations derived from the current test.
ARTICLE | doi:10.20944/preprints202202.0055.v2
Subject: Social Sciences, Psychology Keywords: Coronavirus disease 2019/COVID-19; Internet Gaming Disorder Scale9—Short form (IGDS9-SF); university students; factorial structure/psychometric properties/structural validity/validation; cultur*/collectivisti*/individualis*; invariance; gender; game type
Online: 21 March 2022 (11:04:57 CET)
The prevalence of internet gaming disorders (IGD) is considerably high among youth, especially with social isolation imposed by the ongoing COVID-19 pandemic. IGD adversely affects mental health, quality of life, and academic performance. The Internet Gaming Disorder Scale (IGDS9-SF) is designed to detect IGD according to DSM-IV diagnostic criteria. However, inconsistent results are reported on its capacity to diagnose IGD evenly across different cultures. To ensure the suitability of the IGDS9-SF as a global measure of IGD, this study examined the psychometric properties of the IGDS9-SF in a sample of Sri Lankan university students (N = 322, mean age =17.2 ± 0.6, range = 16-18 years, 56.5% males) and evaluated its measurement invariance across samples from Sri Lanka, Turkey, Australia, and the USA. Among Sri Lankan students, a unidimensional structure expressed good fit, invariance across different groups (e.g., gender, ethnicity, and income), adequate criterion validity (strong correlation with motives of internet gaming, daily gaming duration, and sleep quality), and good reliability (alpha = 0.81). Males and online multiplayers expressed higher IGD levels, greater time spent gaming, and more endorsement of gaming motives (e.g., Social and Coping) than females and offline players. Across countries, the IGDS9-SF was invariant at the configural, metric, and scalar levels, albeit strict invariance was not maintained. The lowest and highest IGD levels were reported among Turkish and American respondents, respectively. In conclusion, the IGDS9-SF can be reliably used to measure IGD among Sri Lankan youth. Because the scale holds scalar invariance across countries, its scores can be used to compare IGD levels in the studied countries.