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Search Results (1,816)

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Keywords = game evaluation

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32 pages, 2702 KiB  
Article
Research on Safety Vulnerability Assessment of Subway Station Construction Based on Evolutionary Resilience Perspective
by Leian Zhang, Junwu Wang, Miaomiao Zhang and Jingyi Guo
Buildings 2025, 15(15), 2732; https://doi.org/10.3390/buildings15152732 (registering DOI) - 2 Aug 2025
Abstract
With the continuous increase in urban population, the subway is the main way to alleviate traffic congestion. However, the construction environment of subway stations is complex, and the safety risks are extremely high. Therefore, it is of great practical significance to scientifically and [...] Read more.
With the continuous increase in urban population, the subway is the main way to alleviate traffic congestion. However, the construction environment of subway stations is complex, and the safety risks are extremely high. Therefore, it is of great practical significance to scientifically and systematically evaluate the safety vulnerability of subway station construction. This paper takes the Chengdu subway project as an example, and establishes a metro station construction safety vulnerability evaluation index system based on the driving forces–pressures–state–impacts–responses (DPSIR) theory with 5 first-level indexes and 23 second-level indexes, and adopts the fuzzy hierarchical analysis method (FAHP) to calculate the subjective weights, and the improved Harris Hawks optimization–projection pursuit method (HHO-PPM) to determine the objective weights, combined with game theory to calculate the comprehensive weights of the indicators, and finally uses the improved cloud model of Bayesian feedback to determine the vulnerability level of subway station construction safety. The study found that the combined empowerment–improvement cloud model assessment method is reliable, and the case study verifies that the vulnerability level of the project is “very low risk”, and the investigations of safety hazards and the pressure of surrounding traffic are the key influencing factors, allowing for the proposal of more scientific and effective management strategies for the construction of subway stations. Full article
(This article belongs to the Section Construction Management, and Computers & Digitization)
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12 pages, 277 KiB  
Article
Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia
by Muhammad Akmal bin Zakaria, Koh Ong Hui, Hema Subramaniam, Maziah Binti Mat Rosly, Jesjeet Singh Gill, Lim Yee En, Yong Zhi Sheng, Julian Wong Joon Ip, Hemavathi Shanmugam, Chow Soon Ken and Benedict Francis
Medicina 2025, 61(8), 1404; https://doi.org/10.3390/medicina61081404 (registering DOI) - 1 Aug 2025
Abstract
Background and Objectives: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement [...] Read more.
Background and Objectives: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement and augment traditional treatments. Our research is the first study designed to explore the implementation of gamification within the Malaysian context. The objective was to explore the feasibility of implementation of gamification as an adjunctive treatment for adults with depression. Materials and Methods: Focus group discussions were held with five mental health professionals and ten patients diagnosed with moderate depression. The qualitative component assessed perceptions of gamified interventions, while quantitative measures evaluated participants’ depressive and anxiety symptomatology. Results: Three key themes were identified: (1) understanding of gamification as a treatment option, (2) factors influencing its acceptance, and (3) characteristics of a practical and feasible intervention. Clinicians saw potential in gamification to boost motivation, support psychoeducation, and encourage self-paced learning, but they expressed concerns about possible addiction, stigma, and the complexity of gameplay for some patients. Patients spoke of gaming as a source of comfort, escapism, and social connection. Acceptance was shaped by engaging storylines, intuitive design, balanced difficulty, therapist guidance, and clear safety measures. Both groups agreed that gamification should be used in conjunction with standard treatments, be culturally sensitive, and be presented as a meaningful therapeutic approach rather than merely as entertainment. Conclusions: Gamification emerges as an acceptable and feasible supplementary approach for managing depression in Malaysia. Its success depends on culturally sensitive design, robust clinical oversight, and seamless integration with existing care pathways. Future studies should investigate long-term outcomes and establish guidelines for the safe and effective implementation of this approach. We recommend targeted investment into culturally adapted gamified tools, including training, policy development, and collaboration with key stakeholders to realistically implement gamification as a mental health intervention in Malaysia. Full article
(This article belongs to the Section Psychiatry)
24 pages, 3559 KiB  
Article
Advancing Online Road Safety Education: A Gamified Approach for Secondary School Students in Belgium
by Imran Nawaz, Ariane Cuenen, Geert Wets, Roeland Paul and Davy Janssens
Appl. Sci. 2025, 15(15), 8557; https://doi.org/10.3390/app15158557 (registering DOI) - 1 Aug 2025
Abstract
Road traffic accidents are a leading cause of injury and death among adolescents, making road safety education crucial. This study assesses the performance of and users’ opinions on the Route 2 School (R2S) traffic safety education program, designed for secondary school students (13–17 [...] Read more.
Road traffic accidents are a leading cause of injury and death among adolescents, making road safety education crucial. This study assesses the performance of and users’ opinions on the Route 2 School (R2S) traffic safety education program, designed for secondary school students (13–17 years) in Belgium. The program incorporates gamified e-learning modules containing, among others, podcasts, interactive 360° visuals, and virtual reality (VR), to enhance traffic knowledge, situation awareness, risk detection, and risk management. This study was conducted across several cities and municipalities within Belgium. More than 600 students from school years 3 to 6 completed the platform and of these more than 200 students filled in a comprehensive questionnaire providing detailed feedback on platform usability, preferences, and behavioral risk assessments. The results revealed shortcomings in traffic knowledge and skills, particularly among older students. Gender-based analysis indicated no significant performance differences overall, though females performed better in risk management and males in risk detection. Furthermore, students from cities outperformed those from municipalities. Feedback on the R2S platform indicated high usability and engagement, with VR-based simulations receiving the most positive reception. In addition, it was highlighted that secondary school students are high-risk groups for distraction and red-light violations as cyclists and pedestrians. This study demonstrates the importance of gamified, technology-enhanced road safety education while underscoring the need for module-specific improvements and regional customization. The findings support the broader application of e-learning methodologies for sustainable, behavior-oriented traffic safety education targeting adolescents. Full article
(This article belongs to the Special Issue Technology Enhanced and Mobile Learning: Innovations and Applications)
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21 pages, 4761 KiB  
Article
Enhanced Dynamic Game Method for Offshore Wind Turbine Airfoil Optimization Design
by Rui Meng, Jintao Song, Xueqing Ren and Xuhui Chen
J. Mar. Sci. Eng. 2025, 13(8), 1481; https://doi.org/10.3390/jmse13081481 - 31 Jul 2025
Abstract
The novel enhanced dynamic game method (EDGM) is proposed to advance game-based design approaches, with a focus on enhancing solution distribution, precision, and the ability to reveal the dynamic influence sensitivity of design variables on objective functions. An integrated mathematical model is developed [...] Read more.
The novel enhanced dynamic game method (EDGM) is proposed to advance game-based design approaches, with a focus on enhancing solution distribution, precision, and the ability to reveal the dynamic influence sensitivity of design variables on objective functions. An integrated mathematical model is developed by combining EDGM with PARSEC and CST parameterization methods, forming a systematic framework for offshore wind turbine airfoil optimization. Targeting airfoils with approximately 30% and 35% thickness, the study aims to improve annual energy production (AEP) and optimize the polar moment of inertia. Redesigned airfoils using the EDGM-integrated model exhibit significant enhancements in aerodynamic performance and anti-flutter capability compared to baseline airfoils DU97W300 and DU99W350. The methodology’s superiority is validated through analyses of pressure distributions, lift-to-drag ratios, and streamline patterns, as well as comparative evaluations using HV and Spacing metrics, demonstrating EDGM’s potential for broader engineering applications in complex multi-objective optimization scenarios. Full article
(This article belongs to the Section Coastal Engineering)
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34 pages, 41467 KiB  
Article
Evaluating Spatial Decision-Making and Player Experience in a Remote Multiplayer Augmented Reality Hide-and-Seek Game
by Yasas Sri Wickramasinghe, Heide Karen Lukosch, James Everett and Stephan Lukosch
Multimodal Technol. Interact. 2025, 9(8), 79; https://doi.org/10.3390/mti9080079 (registering DOI) - 31 Jul 2025
Abstract
This study investigates how remote multiplayer gameplay, enabled through Augmented Reality (AR), transforms spatial decision-making and enhances player experience in a location-based augmented reality game (LBARG). A remote multiplayer handheld-based AR game was designed and evaluated on how it influences players’ spatial decision-making [...] Read more.
This study investigates how remote multiplayer gameplay, enabled through Augmented Reality (AR), transforms spatial decision-making and enhances player experience in a location-based augmented reality game (LBARG). A remote multiplayer handheld-based AR game was designed and evaluated on how it influences players’ spatial decision-making strategies, engagement, and gameplay experience. In a user study involving 60 participants, we compared remote gameplay in our AR game with traditional hide-and-seek. We found that AR significantly transforms traditional gameplay by introducing different spatial interactions, which enhanced spatial decision-making and collaboration. Our results also highlight the potential of AR to increase player engagement and social interaction, despite the challenges posed by the added navigation complexities. These findings contribute to the engaging design of future AR games and beyond. Full article
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17 pages, 876 KiB  
Article
Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine
by Anna Kushnir, Oleh Kachmar and Bruno Bonnechère
Appl. Sci. 2025, 15(15), 8526; https://doi.org/10.3390/app15158526 (registering DOI) - 31 Jul 2025
Viewed by 8
Abstract
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were [...] Read more.
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were conducted on-site and remotely with patients of the tertiary care facility in Ukraine. All participants used the telerehabilitation platform for motor and cognitive training. Nine serious games were employed, involving trunk tilts, upper limb movements, and head control. By mid-September 2023, 186 positive user experiences were evident, with 89% expressing interest in continued engagement. The platform’s accessibility, affordability, and therapeutic benefits were highlighted. The recommendations from user feedback informed potential enhancements, showcasing the platform’s potential to provide uninterrupted rehabilitation care amid conflict-related challenges. This study suggests that serious games solutions that suit the sociopolitical and economic context offer a promising solution to rehabilitation challenges in conflict zones. The positive user experiences towards using the platform with serious games indicate its potential in emergency healthcare provision. The findings emphasize the role of technology, particularly serious gaming, in mitigating the impact of armed conflicts on children’s well-being, thereby contributing valuable insights to healthcare strategies in conflict-affected regions. Requirements for technologies tailored to the context of challenging settings were defined. Full article
(This article belongs to the Special Issue Novel Approaches of Physical Therapy-Based Rehabilitation)
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21 pages, 2149 KiB  
Article
An Improved Optimal Cloud Entropy Extension Cloud Model for the Risk Assessment of Soft Rock Tunnels in Fault Fracture Zones
by Shuangqing Ma, Yongli Xie, Junling Qiu, Jinxing Lai and Hao Sun
Buildings 2025, 15(15), 2700; https://doi.org/10.3390/buildings15152700 (registering DOI) - 31 Jul 2025
Viewed by 42
Abstract
Existing risk assessment approaches for soft rock tunnels in fault-fractured zones typically employ single weighting schemes, inadequately integrate subjective and objective weights, and fail to define clear risk. This study proposes a risk-grading methodology that integrates an enhanced game theoretic weight-balancing algorithm with [...] Read more.
Existing risk assessment approaches for soft rock tunnels in fault-fractured zones typically employ single weighting schemes, inadequately integrate subjective and objective weights, and fail to define clear risk. This study proposes a risk-grading methodology that integrates an enhanced game theoretic weight-balancing algorithm with an optimized cloud entropy extension cloud model. Initially, a comprehensive indicator system encompassing geological (surrounding rock grade, groundwater conditions, fault thickness, dip, and strike), design (excavation cross-section shape, excavation span, and tunnel cross-sectional area), and support (initial support stiffness, support installation timing, and construction step length) parameters is established. Subjective weights obtained via the analytic hierarchy process (AHP) are combined with objective weights calculated using the entropy, coefficient of variation, and CRITIC methods and subsequently balanced through a game theoretic approach to mitigate bias and reconcile expert judgment with data objectivity. Subsequently, the optimized cloud entropy extension cloud algorithm quantifies the fuzzy relationships between indicators and risk levels, yielding a cloud association evaluation matrix for precise classification. A case study of a representative soft rock tunnel in a fault-fractured zone validates this method’s enhanced accuracy, stability, and rationality, offering a robust tool for risk management and design decision making in complex geological settings. Full article
(This article belongs to the Section Construction Management, and Computers & Digitization)
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24 pages, 6699 KiB  
Article
Protecting Power System Infrastructure Against Disruptive Agents Considering Demand Response
by Jesús M. López-Lezama, Nicolás Muñoz-Galeano, Sergio D. Saldarriaga-Zuluaga and Santiago Bustamante-Mesa
Computers 2025, 14(8), 308; https://doi.org/10.3390/computers14080308 - 30 Jul 2025
Viewed by 67
Abstract
Power system infrastructure is exposed to a range of threats, including both naturally occurring events and intentional attacks. Traditional vulnerability assessment models, typically based on the N-1 criterion, do not account for the intentionality of disruptive agents. This paper presents a game-theoretic approach [...] Read more.
Power system infrastructure is exposed to a range of threats, including both naturally occurring events and intentional attacks. Traditional vulnerability assessment models, typically based on the N-1 criterion, do not account for the intentionality of disruptive agents. This paper presents a game-theoretic approach to protecting power system infrastructure against deliberate attacks, taking into account the effects of demand response. The interaction between the disruptive agent and the system operator is modeled as a leader–follower Stackelberg game. The leader, positioned in the upper-level optimization problem, must decide which elements to render out of service, anticipating the reaction of the follower (the system operator), who occupies the lower-level problem. The Stackelberg game is reformulated as a bilevel optimization model and solved using a metaheuristic approach. To evaluate the applicability of the proposed method, a 24-bus test system was employed. The results demonstrate that integrating demand response significantly enhances system resilience, compelling the disruptive agent to adopt alternative attack strategies that lead to lower overall disruption. The proposed model serves as a valuable decision-support tool for system operators and planners seeking to improve the robustness and security of electrical networks against disruptive agents. Full article
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23 pages, 2248 KiB  
Article
Autonomic and Neuroendocrine Reactivity to VR Game Exposure in Children and Adolescents with Obesity: A Factor Analytic Approach to Physiological Reactivity and Eating Behavior
by Cristiana Amalia Onita, Daniela-Viorelia Matei, Laura-Mihaela Trandafir, Diana Petrescu-Miron, Calin Corciova, Robert Fuior, Lorena-Mihaela Manole, Bogdan-Mircea Mihai, Cristina-Gena Dascalu, Monica Tarcea, Stéphane Bouchard and Veronica Mocanu
Nutrients 2025, 17(15), 2492; https://doi.org/10.3390/nu17152492 - 30 Jul 2025
Viewed by 182
Abstract
Background/Objectives: The aim was to identify patterns of autonomic and neuroendocrine reactivity to an immersive virtual reality (VR) social-emotional stressor and explore their associations with perceived stress and eating behavior. Methods: This one-group pretest–posttest study included 30 children and adolescents with [...] Read more.
Background/Objectives: The aim was to identify patterns of autonomic and neuroendocrine reactivity to an immersive virtual reality (VR) social-emotional stressor and explore their associations with perceived stress and eating behavior. Methods: This one-group pretest–posttest study included 30 children and adolescents with obesity (15 boys and 15 girls), aged 8 to 17 years. The VR protocol consisted of two consecutive phases: a 5 min relaxation phase using the Forest application and a 5 min stimulation phase using a cognitively engaging VR game designed to elicit social-emotional stress. Physiological responses were measured using heart rate variability (HRV) indices and salivary stress biomarkers, including cortisol and alpha amylase. Subjective stress and eating responses were assessed via visual analogue scales (VAS) administered immediately post-exposure. The Three-Factor Eating Questionnaire (TFEQ-R21C) was used to evaluate cognitive restraint (CR), uncontrolled eating (UE), and emotional eating (EE). Results: The cortisol reactivity was blunted and may reflect both the attenuated HPA axis responsiveness characteristic of pediatric obesity and the moderate psychological challenge of the VR stressor used in this study. Two distinct autonomic response patterns were identified via exploratory factor analysis: (1) parasympathetic reactivity, associated with increased RMSSD and SDNN and decreased LF/HF, and (2) sympathetic activation, associated with increased heart rate and alpha-amylase levels and reduced RR intervals. Parasympathetic reactivity was correlated with lower perceived stress and anxiety, but also paradoxically with higher uncontrolled eating (UE). In contrast, sympathetic activation was associated with greater cognitive restraint (CR) and higher anxiety ratings. Conclusions: This study demonstrates that immersive VR game exposure elicits measurable autonomic and subjective stress responses in children and adolescents with obesity, and that individual differences in physiological reactivity are relevantly associated with eating behavior traits. The findings suggest that parasympathetic and sympathetic profiles may represent distinct behavioral patterns with implications for targeted intervention. Full article
(This article belongs to the Special Issue A Path Towards Personalized Smart Nutrition)
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26 pages, 828 KiB  
Article
Multi-Faceted Collaborative Investment Models and Investment Benefit Assessment Under the New Type Power System
by Peng Chen, Li Lan, Yanyuan Qian, Mingxing Guo and Wenhui Zhao
Energies 2025, 18(15), 4031; https://doi.org/10.3390/en18154031 - 29 Jul 2025
Viewed by 206
Abstract
Driven by the goal of “double carbon”, we propose an investment proportion optimization method based on cooperative game theory to optimize the investment of multiple entities and evaluate the effectiveness of the new power system. The asymmetric Nash negotiation model is introduced to [...] Read more.
Driven by the goal of “double carbon”, we propose an investment proportion optimization method based on cooperative game theory to optimize the investment of multiple entities and evaluate the effectiveness of the new power system. The asymmetric Nash negotiation model is introduced to balance the interests of each investment entity. At the same time, a comprehensive investment benefit evaluation index system covering economic, environmental, and social benefits is constructed, and the overall investment benefit evaluation is obtained by using the Delphi method, analytic hierarchy process, and fuzzy comprehensive evaluation method. Through the case analysis of the multi-energy complementary energy system project investment, the validity of the multi-subject investment proportion optimization model and the investment benefit analysis model are verified, and the feasibility of the project investment is demonstrated to provide theoretical guidance and practical reference for the research in related fields. Full article
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28 pages, 671 KiB  
Article
How Cooperative Are Games in River Sharing Models?
by Marcus Franz Konrad Pisch and David Müller
Water 2025, 17(15), 2252; https://doi.org/10.3390/w17152252 - 28 Jul 2025
Viewed by 153
Abstract
There is a long tradition of studying river sharing problems. A central question frequently examined and addressed is how common benefits or costs can be distributed fairly. In this context, axiomatic approaches of cooperative game theory often use contradictory principles of international water [...] Read more.
There is a long tradition of studying river sharing problems. A central question frequently examined and addressed is how common benefits or costs can be distributed fairly. In this context, axiomatic approaches of cooperative game theory often use contradictory principles of international water law, which are strictly rejected in practice. That leads to the question: Are these methods suitable for a real-world application? First, we conduct a systematic literature review based on the PRISMA approach to categorise the river sharing problems. We identified several articles describing a variety of methods and real-world applications, highlighting interdisciplinary interest. Second, we evaluate the identified axiomatic literature related to TU games with regard to their suitability for real-world applications. We exclude those “standalone” methods that exclusively follow extreme principles and/or do not describe cooperative behaviour. This is essential for a fair distribution. Third, we propose to use the traditional game-theoretical approach of airport games in the context of river protection measures to ensure a better economic interpretation and to enforce future cooperation in the joint implementation of protective measures. Full article
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27 pages, 965 KiB  
Review
The Effectiveness of Artificial Intelligence-Based Interventions for Students with Learning Disabilities: A Systematic Review
by Andrea Paglialunga and Sergio Melogno
Brain Sci. 2025, 15(8), 806; https://doi.org/10.3390/brainsci15080806 - 28 Jul 2025
Viewed by 165
Abstract
Background/Objectives: While artificial intelligence (AI) is rapidly transforming education, its specific effectiveness for students with learning disabilities (LD) requires rigorous evaluation. This systematic review aims to assess the efficacy of AI-based educational interventions for students with LD, with a specific focus on [...] Read more.
Background/Objectives: While artificial intelligence (AI) is rapidly transforming education, its specific effectiveness for students with learning disabilities (LD) requires rigorous evaluation. This systematic review aims to assess the efficacy of AI-based educational interventions for students with LD, with a specific focus on the methodological quality and risk of bias of the available evidence. Methods: A systematic search was conducted across seven major databases (Google Scholar, ScienceDirect, APA PsycInfo, ERIC, Scopus, PubMed) for experimental studies published between 2022 and 2025. This review followed PRISMA guidelines, using the PICOS framework for inclusion criteria. A formal risk of bias assessment was performed using the ROBINS-I and JBI critical appraisal tools. Results: Eleven studies (representing 10 independent experiments), encompassing 3033 participants, met the inclusion criteria. The most studied disabilities were dyslexia (six studies) and other specific learning disorders (three studies). Personalized/adaptive learning systems and game-based learning were the most common AI interventions. All 11 studies reported positive outcomes. However, the risk of bias assessment revealed significant methodological limitations: no studies were rated as having a low risk of bias, with most presenting a moderate (70%) to high/serious (30%) risk. Despite these limitations, quantitative results from the stronger studies showed large effect sizes, such as in arithmetic fluency (d = 1.63) and reading comprehension (d = −1.66). Conclusions: AI-based interventions demonstrate significant potential for supporting students with learning disabilities, with unanimously positive reported outcomes. However, this conclusion must be tempered by the considerable risk of bias and methodological weaknesses prevalent in the current literature. The limited and potentially biased evidence base warrants cautious interpretation. Future research must prioritize high-quality randomized controlled trials (RCTs) and longitudinal assessments to establish a definitive evidence base and investigate long-term effects, including the risk of cognitive offloading. Full article
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28 pages, 888 KiB  
Article
Requiem for Olympic Ethics and Sports’ Independence
by Fabio Zagonari
Stats 2025, 8(3), 67; https://doi.org/10.3390/stats8030067 - 28 Jul 2025
Viewed by 101
Abstract
This paper suggests a theoretical framework to summarise the empirical literature on the relationships between sports and both religious and secular ethics, and it suggests two interrelated theoretical models to empirically evaluate the extent to which religious and secular ethics, as well as [...] Read more.
This paper suggests a theoretical framework to summarise the empirical literature on the relationships between sports and both religious and secular ethics, and it suggests two interrelated theoretical models to empirically evaluate the extent to which religious and secular ethics, as well as sports policies, affect achievements in sports. I identified two national ethics (national pride/efficiency) and two social ethics (social cohesion/ethics) by measuring achievements in terms of alternative indexes based on Olympic medals. I referred to three empirical models and applied three estimation methods (panel Poisson, Data Envelopment, and Stochastic Frontier Analyses). I introduced two sports policies (a quantitative policy aimed at social cohesion and a qualitative policy aimed at national pride), by distinguishing sports in terms of four possibly different ethics to be used for the eight summer and eight winter Olympic Games from 1994 to 2024. I applied income level, health status, and income inequality, to depict alternative social contexts. I used five main religions and three educational levels to depict alternative ethical contexts. I applied country dummies to depict alternative institutional contexts. Empirical results support the absence of Olympic ethics, the potential substitution of sport and secular ethics in providing social cohesion, and the dependence of sports on politics, while alternative social contexts have different impacts on alternative sport achievements. Full article
(This article belongs to the Special Issue Ethicametrics)
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34 pages, 3431 KiB  
Article
Evaluation of Hierarchical Clustering Methodologies for Identifying Patterns in Timeout Requests in EuroLeague Basketball
by José Miguel Contreras, Elena Molina Portillo and Juan Manuel Fernández Luna
Mathematics 2025, 13(15), 2414; https://doi.org/10.3390/math13152414 - 27 Jul 2025
Viewed by 153
Abstract
This study evaluates hierarchical clustering methodologies to identify patterns associated with timeout requests for EuroLeague basketball games. Using play-by-play data from 3743 games spanning the 2008–2023 seasons (over 1.9 million instances), we applied Principal Component Analysis to reduce dimensionality and tested multiple agglomerative [...] Read more.
This study evaluates hierarchical clustering methodologies to identify patterns associated with timeout requests for EuroLeague basketball games. Using play-by-play data from 3743 games spanning the 2008–2023 seasons (over 1.9 million instances), we applied Principal Component Analysis to reduce dimensionality and tested multiple agglomerative and divisive clustering techniques (e.g., Ward and DIANA) with different distance metrics (Euclidean, Manhattan, and Minkowski). Clustering quality was assessed using internal validation indices such as Silhouette, Dunn, Calinski–Harabasz, Davies–Bouldin, and Gap statistics. The results show that Ward.D and Ward.D2 methods using Euclidean distance generate well-balanced and clearly defined clusters. Two clusters offer the best overall quality, while four clusters allow for meaningful segmentation of game situations. The analysis revealed that teams that did not request timeouts often exhibited better scoring efficiency, particularly in the advanced game phases. These findings offer data-driven insights into timeout dynamics and contribute to strategic decision-making in professional basketball. Full article
(This article belongs to the Section E: Applied Mathematics)
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23 pages, 2856 KiB  
Article
A Study on the Effectiveness of a Hybrid Digital-Physical Board Game Incorporating the Sustainable Development Goals in Elementary School Sustainability Education
by Jhih-Ning Jhang, Yi-Chun Lin and Yen-Ting Lin
Sustainability 2025, 17(15), 6775; https://doi.org/10.3390/su17156775 - 25 Jul 2025
Viewed by 334
Abstract
The Sustainable Development Goals (SDGs), launched by the United Nations in 2015, outline 17 interconnected objectives designed to promote human well-being and sustainable development worldwide. Education is recognized by the United Nations as a key factor in promoting sustainable development. To cultivate students [...] Read more.
The Sustainable Development Goals (SDGs), launched by the United Nations in 2015, outline 17 interconnected objectives designed to promote human well-being and sustainable development worldwide. Education is recognized by the United Nations as a key factor in promoting sustainable development. To cultivate students with both global perspectives and local engagement, it is essential to integrate sustainability education into elementary curricula. Accordingly, this study aimed to enhance elementary school students’ understanding of the SDGs by designing a structured instructional activity and developing a hybrid digital-physical board game. The game was implemented as a supplementary review tool to traditional classroom teaching, leveraging the motivational and knowledge-retention benefits of physical board games while incorporating digital features to support learning process monitoring. To address the limitations of conventional review approaches—such as reduced student engagement and increased cognitive load—the instructional model incorporated the board game during review sessions following formal instruction. This was intended to maintain student attention and reduce unnecessary cognitive effort, thereby supporting learning in sustainability-related content. A quasi-experimental design was employed to evaluate the effectiveness of the instructional intervention and the board game system, focusing on three outcome variables: learning motivation, cognitive load, and learning achievement. The results indicated that students in the game-based Sustainable Development Goals group achieved significantly higher delayed posttest scores (M = 72.91, SD = 15.17) than the traditional review group (M = 61.30, SD = 22.82; p < 0.05). In addition, they reported significantly higher learning motivation (M = 4.40, SD = 0.64) compared to the traditional group (M = 3.99, SD = 0.69; p < 0.05) and lower cognitive load (M = 1.84, SD = 1.39) compared to the traditional group (M = 2.66, SD = 1.30; p < 0.05), suggesting that the proposed approach effectively supported student learning in sustainability education at the elementary level. Full article
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