PubMed Journals Articles About "Player Wins Playing Empire Fortune Game According Tunf" RSS

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Showing "Player Wins Playing Empire Fortune Game According Tunf" PubMed Articles 1–25 of 920

Sleep quality and video game playing: Effect of intensity of video game playing and mental health.

The aim of this study was to explore sleep quality in a video game population and to prospect the role of different factors such as sociodemographic data, video game duration, intensity of video game playing, and mental and physical health. Two hundred and seventeen participants (24.40 ± 6.98 years old) completed an online questionnaire composed of sociodemographic informations, the Pittsburg Sleep Quality Index (PSQI), the Medical Outcomes Study (MOS SF-36), video game play time per week, and intensit...

A tactical comparison of the 4-2-3-1 and 3-5-2 formation in soccer: A theory-oriented, experimental approach based on positional data in an 11 vs. 11 game set-up.

The presented field experiment in an 11 vs. 11 soccer game set-up is the first to examine the impact of different formations (e.g. 4-2-3-1 vs. 3-5-2) on tactical key performance indicators (KPIs) using positional data in a controlled experiment. The data were gathered using player tracking systems (1 Hz) in a standardized 11 vs. 11 soccer game. The KPIs were measured using dynamical positioning variables like Effective Playing Space, Player Length per Width ratio, Team Separateness, Space Control Gain, and ...

Development of a virtual simulation game on basic life support.

To validate the content of a virtual learning object in the format of a Role Playing Game - educational simulation game about basic life support, aimed at academics and health professionals.

Error-related negativity predicts failure in competitive dual-player video games.

Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situations in which data can be recorded are gradually being overcome. EEG measurement in real environments has become increasingly important as a means to monitor brain activity in our daily lives, such as while playing consumer games in the living room. The present study measured brain EEG activity while two players engaged in a competitive consumer baseball game in conditions that closely resembled daily life....

A novel point-of-care oral anti-HCV assay: Is it reliable for screening hepatitis C virus infection in the era of direct-acting antivirals?

Recent advance in the direct-acting antivirals (DAAs) offers the potentials to eradicate hepatitis C virus (HCV) worldwide and makes universal screening more urgent. A point-of-care (POC) oral anti-HCV assay, the Fortune assay, was developed and its performance was evaluated. Individuals with or without HCV infection were recruited in three Centers. Paired oral and serum samples were tested using the Fortune and InTec anti-HCV assays. The Kehua serum anti-HCV assay served as a supplemental test to verify th...

The Effect of Playing Position on Injury Risk in Male Soccer Players: Systematic Review of the Literature and Risk Considerations for Each Playing Position.

Soccer (football) is a complex contact sport with a substantial risk of injury. As injury surveillance is the first step of the injury prevention paradigm, soccer epidemiology is well reported in the existing literature, but less is known about the actual role of player position on the general injury risk. The goal of this study is to present the existing evidence regarding the influence of player's position on general injury risk in male soccer. A systematic review of the Medline database was carried out. ...

A two-player iterated survival game.

We describe an iterated game between two players, in which the payoff is to survive a number of steps. Expected payoffs are probabilities of survival. A key feature of the game is that individuals have to survive on their own if their partner dies. We consider individuals with hardwired, unconditional behaviors or strategies. When both players are present, each step is a symmetric two-player game. The overall survival of the two individuals forms a Markov chain. As the number of iterations tends to infinity...

Do coaching style and game circumstances predict athletes' perceived justice of their coach? A longitudinal study in elite handball and volleyball teams.

The present longitudinal study is the first to examine game to game fluctuations of perceived justice of elite volleyball and handball coaches. More specifically, we studied whether coaching style (i.e., need support versus control), coach behaviors (decision justifications), player's status (i.e., starter or substitute), and game result (win/loss) predicted athletes' perceived justice and its fluctuations.

Interaction network analysis of the six game complexes in high-level volleyball through the use of Eigenvector Centrality.

Social Network Analysis establishes a network system and provides information about the relationships (edges) between system components (nodes). Although nodes usually correspond to actors within the network (e.g., the players), it is possible to stipulate game actions as nodes, thus creating a network of the flow of game actions. In this study, Eigenvector Centrality (a form of weighted centrality that considers n-order connections) was used to identify differences in the centrality of distinct game action...

"Playing for Bragging Rights": A Qualitative Study of Students' Perceptions of Gamification.

Nursing faculty sought to promote students' engagement with course material and their peers by using Kaizen, an online educational game. The purpose of this qualitative study was to learn more about nursing students' perceptions of team competition in an educational game and whether the game promoted their engagement with educational material in one fundamental nursing course.

Age, player position and 2 min suspensions were associated with match injuries during the 2017 Men's Handball World Championship (France).

To study the association between player characteristics, technical components of the game and the risk of match injuries during the 2017 Men's Handball World Championship.

Children use rules to coordinate in a social dilemma.

Humans are frequently required to coordinate their actions in social dilemmas (e.g. when one of two drivers has to yield for the other at an intersection). This is commonly achieved by individuals following communally known rules that prescribe how people should behave. From relatively early in development, children swiftly pick up the rules of their culture and even start creating game rules among peers. Thus far, however, little is known about children's abilities create rules to regulate their own intera...

The Effects of a Serious Game on Depressive Symptoms and Anxiety in Breast Cancer Patients with Depression: A Pilot Study Using Functional Magnetic Resonance Imaging.

Depression is common in cancer patients. We investigated the effects of playing a serious game in breast cancer patients with mild to moderate depression using functional neuroimaging.

Differences in Physiological Responses During Wheelchair Basketball Matches According to Playing Time and Competition.

The main purpose of the present study was to determine physiological responses in wheelchair basketball (WB) matches in relation to heart rate (HR), match load (ML), differentiated perceived exertion (dRPE), lactate concentrations (LA), and tympanic temperature (TEMP), while specifying the individual player's playing time during different types of matches.

Long-range prisoner's dilemma game on a cycle.

We investigate evolutionary dynamics of altruism with long-range interaction on a cycle. The interaction between individuals is described by a simplified version of the prisoner's dilemma (PD) game in which the payoffs are parameterized by c, the cost of a cooperative action. In our model, the probabilities of the game interaction and competition decay algebraically with r_{AB}, the distance between two players A and B, but with different exponents: That is, the probability to play the PD game is proportion...

Tor1a gene in GABApre interneurons: The new player in the "impaired inhibition" game of dystonia?

From Fixation Probabilities to d-player Games: An Inverse Problem in Evolutionary Dynamics.

The probability that the frequency of a particular trait will eventually become unity, the so-called fixation probability, is a central issue in the study of population evolution. Its computation, once we are given a stochastic finite population model without mutations and a (possibly frequency dependent) fitness function, is straightforward and it can be done in several ways. Nevertheless, despite the fact that the fixation probability is an important macroscopic property of the population, its precise kno...

Eight-year-olds, but not six-year-olds, perform just as well as adults when playing Concentration: Resolving the enigma?

Anecdotal reports suggest that children often outperform adults when playing Concentration. This is surprising as cognitive processes tend to develop progressively throughout childhood. To date, very few studies have examined this apparent paradox, and with mixed results. In the present study, the ability of 6-year-olds (n = 34), 8-year-olds (n = 48), and adults (n = 38) to play Concentration was examined in a controlled computer-based setup involving eye tracking. The main dependent variables w...

Modelling the emergence of an egalitarian society in the n-player game framework.

Unlike other primates, human foragers have an egalitarian society. Therefore, the evolution of egalitarian behaviour has been the subject of long-standing debate in a wide variety of disciplines. A recent hypothesis states that a social control against potentially dominant individuals played an important role in the emergence of an egalitarian society. In the present study, we modelled this hypothesis based on the n-player game framework, in which the owner, who may attempt to monopolise resources, could be...

Time on task matters most in video game expertise.

In this study, we investigated whether working memory capacity (WMC), personality characteristics (grit) and number of matches played (time on task) can predict performance score (matchmaking rating [MMR]) in experienced players of a popular video game called Dota 2. A questionnaire and four online-based cognitive tasks were used to gather the data, and structural equation modelling (SEM) was used to investigate the interrelationships between constructs. The results showed that time on task was the stronges...

Individual performance in team-based online games.

Complex real-world challenges are often solved through teamwork. Of special interest are ad hoc teams assembled to complete some task. Many popular multiplayer online battle arena (MOBA) video-games adopt this team formation strategy and thus provide a natural environment to study ad hoc teams. Our work examines data from a popular MOBA game, League of Legends, to understand the evolution of individual performance within ad hoc teams. Our analysis of player performance in successive matches of a gaming sess...

Do male and female soccer players differ in helping? A study on prosocial behavior among young players.

Acting prosocially can be quite challenging in one of the most salient intergroup contexts in contemporary society: Soccer. When winning is the ultimate goal, balancing self-interest with helping a fellow player in distress can be a tough decision; yet it happens. To date, we know little about what motivates soccer players to offer such help in the heat of the game. We propose that sex and what is at stake will matter in such prosocial dilemma situations. A pilot study (N = 107) indicated that female player...

Monitoring Wellness, Training Load, and Running Performance During a Major International Female Field Hockey Tournament.

McGuinness, McMahon, G, A, Malone, S, Kenna, D, Passmore, D, and Collins, K. Monitoring wellness, training load, and running performance during a major international female field hockey tournament. J Strength Cond Res XX(X): 000-000, 2018-The current observational study quantified players' activity profiles during a major international female field hockey tournament and determined whether an association exists between well-being measures and running performance within elite female hockey players. Elite fema...

GiB: a Game theory Inspired Binarization technique for degraded document images.

Document image binarization classifies each pixel in an input document image as either foreground or background under the assumption that the document is pseudo binary in nature. However, noise introduced during acquisition or due to aging or handling of the document can make binarization a challenging task. This paper presents a novel game theory inspired binarization technique for degraded document images. A two-player, non-zero-sum, non-cooperative game is designed at the pixel level to extract the local...

Computer Games in Education.

Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are (a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; (b) cognitive consequences research, which compa...

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