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Keywords = game with unawareness

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21 pages, 1958 KB  
Article
Parental Digital Illiteracy and Communication Paradox in Children’s Video Game Practices: Case Study from Malang City, Indonesia
by Dewanto Putra Fajar, Deddy Mulyana, Susanne Dida and Ardini Raksanagara
Societies 2025, 15(11), 317; https://doi.org/10.3390/soc15110317 - 18 Nov 2025
Viewed by 1084
Abstract
The issue of video games has become an important topic in the social sciences, particularly regarding age rating systems and content regulation. While these concerns have been extensively examined in developed nations, they remain underexplored in developing contexts such as Indonesia. This study [...] Read more.
The issue of video games has become an important topic in the social sciences, particularly regarding age rating systems and content regulation. While these concerns have been extensively examined in developed nations, they remain underexplored in developing contexts such as Indonesia. This study identifies a socio-cultural paradox in digital parenting practices in Malang City, Indonesia, where many parents adopt reactive and restrictive supervision strategies while failing to evaluate the actual game content. A descriptive qualitative single-case study was conducted using semi-structured interviews with 26 parents and their children. The findings reveal that all participating parents were unaware of existing video game age rating systems and rarely assessed the content of their children’s games. Thematic analysis produced four typologies of parental mediation, with the Paradoxical Mediator Parent emerging as the key finding. This typology reflects the interaction between parents’ low levels of digital literacy and local cultural conceptions, sak karepe and ojo kakean dolanan gem, which together form a culturally embedded, low-cost parenting strategy. The study contributes to the expansion of the parental mediation theory by integrating non-Western cultural scripts and provides practical recommendations to address digital literacy gaps within families and communities. Full article
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23 pages, 713 KB  
Article
Non-Renewable Resource Extraction Model with Uncertainties
by Peichen Ye, Anna Tur and Yilun Wu
Games 2025, 16(5), 52; https://doi.org/10.3390/g16050052 - 9 Oct 2025
Viewed by 740
Abstract
This paper delves into a multi-player non-renewable resource extraction differential game model, where the duration of the game is a random variable with a composite distribution function. We first explore the conditions under which the cooperative solution also constitutes a Nash equilibrium, thereby [...] Read more.
This paper delves into a multi-player non-renewable resource extraction differential game model, where the duration of the game is a random variable with a composite distribution function. We first explore the conditions under which the cooperative solution also constitutes a Nash equilibrium, thereby extending the theoretical framework from a fixed duration to the more complex and realistic setting of random duration. Assuming that players are unaware of the switching moment of the distribution function, we derive optimal estimates in both time-dependent and state-dependent cases. The findings contribute to a deeper understanding of strategic decision-making in resource extraction under uncertainty and have implications for various fields where random durations and cooperative strategies are relevant. Full article
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19 pages, 1480 KB  
Review
Neuroprotective Effects of Low-Intensity Pulsed Ultrasound in Chronic Traumatic Encephalopathy Induced by Repetitive Head Collisions: A Narrative Review
by Min Zhang, Liang Zhao and Paulo Cesar Lock Silveira
Biology 2025, 14(9), 1148; https://doi.org/10.3390/biology14091148 - 30 Aug 2025
Viewed by 1579
Abstract
The repeated head impacts experienced by athletes have attracted significant interest from both the public and the scientific community; however, the neurobiological effects following the games are not well understood. For example, a single football match carries the risk of repeated concussive and [...] Read more.
The repeated head impacts experienced by athletes have attracted significant interest from both the public and the scientific community; however, the neurobiological effects following the games are not well understood. For example, a single football match carries the risk of repeated concussive and subconcussive head impacts, which can increase the risk of developing neurodegenerative diseases. Chronic traumatic encephalopathy (CTE) is one of the neurodegenerative conditions athletes often face or are unaware of. However, addressing the disease progression in CTE is difficult to determine due to several reasons, such as the failure to identify risk factors, difficulty in differentiating CTE from other neurodegenerative diseases, and the lack of a specific mechanism by which CTE leads to tau protein accumulation. In addition, CTE symptoms overlap with other neurodegenerative conditions, such as Alzheimer’s disease (AD) and Parkinson’s disease (PD), which poses a challenge to producing specific targeted therapy. In this case, ultrasound represents a promising non-invasive technique that enables clear visualization of brain structures and may modulate neuronal activity. The term ultrasound encompasses various modalities; for example, high-intensity focused ultrasound (HIFU) employs thermal energy to ablate cells, whereas low-intensity pulsed ultrasound (LIPUS) delivers mechanical energy that activates molecular signaling pathways to impede the progression of CTE. Therefore, the LIPUS application could potentially minimize the risk of damage in the surrounding tissues of the brain and reduce the disease progression in individuals with CTE. Nevertheless, limited studies have been reported in the literature, with a poor mechanistic approach. Hence, this review aims to highlight the molecular signaling pathways, such as AKT, MAPK, and ERK, affected by LIPUS and emphasize the need for additional research to clarify its mechanistic effects in CTE management. Ultimately, this review aims to contribute to a nuanced understanding of LIPUS as a therapeutic strategy in addressing the complexities of CTE and its associated neurodegenerative disorders. Full article
(This article belongs to the Section Neuroscience)
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11 pages, 2319 KB  
Proceeding Paper
Creating a Drawing Werewolf Game and Building an Artificial Intelligence Player Using SketchRNN
by Nodoka Okamoto, Sota Nishiguchi and Shun Nishide
Eng. Proc. 2025, 108(1), 3; https://doi.org/10.3390/engproc2025108003 - 28 Aug 2025
Viewed by 1792
Abstract
We developed an artificial intelligence (AI) player for Drawing Werewolf, a multiplayer game involving collaborative sketching and hidden roles. Players contribute to a shared drawing while identifying a secret “Werewolf” unaware of the theme. AI, trained with SketchRNN on the “Quick, Draw!” dataset, [...] Read more.
We developed an artificial intelligence (AI) player for Drawing Werewolf, a multiplayer game involving collaborative sketching and hidden roles. Players contribute to a shared drawing while identifying a secret “Werewolf” unaware of the theme. AI, trained with SketchRNN on the “Quick, Draw!” dataset, mimics human behavior by generating theme-relevant sketches. The game was built with C++ and supports real-time human–AI interaction via sockets. Initial experiment results confirmed AI’s ability to participate and draw appropriately. The remaining challenges, including improving strategic voting, theme inference, and context-aware drawing, need to be addressed. Full article
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11 pages, 219 KB  
Article
Unrecognized and Unreported Concussions Among Community Rugby Players
by Rachael Wittmer, Thomas A. Buckley, Charles Buz Swanik, Katelyn M. Costantini, Lisa Ryan, Ed Daly, Regan E. King, Arryana J. Daniels and Katherine J. Hunzinger
Sports 2025, 13(8), 278; https://doi.org/10.3390/sports13080278 - 20 Aug 2025
Viewed by 1139
Abstract
This study examined the prevalence of intentionally unreported and potentially unrecognized concussions in community rugby players and whether nondisclosure reasons vary by sex, position, or playing history. An online survey was completed by 1037 players (41.0% female; mean age 31.6 ± 11.3 years; [...] Read more.
This study examined the prevalence of intentionally unreported and potentially unrecognized concussions in community rugby players and whether nondisclosure reasons vary by sex, position, or playing history. An online survey was completed by 1037 players (41.0% female; mean age 31.6 ± 11.3 years; 10.1 ± 8.1 years playing) who reported diagnosed, unreported, and unrecognized concussions. Poisson regression models estimated prevalence ratios (PRs), and Fisher’s exact tests compared reasons for nondisclosure. The diagnosed, unreported, and unrecognized concussion rates were 66.5%, 32.4%, and 42.2%, respectively. Players with diagnosed concussions had a 7.2-fold higher prevalence of nondisclosure and a 2.3-fold higher prevalence of nonrecognition. A longer playing history was linked to greater nondisclosure (PR: 1.2), and males had a higher prevalence of nonrecognition (PR: 1.4). Position and sex were not associated with nondisclosure; position and playing history did not affect recognition. While nondisclosure reasons were mostly consistent across demographics, players with a history of concussion were more likely to report avoiding removal from games or practices (38.5% vs. 13.6%, p = 0.021). Concussions are common in community rugby, with high rates of underreporting and unawareness, influenced by experience and prior concussions. These findings underscore the need for better education and reporting systems to improve player safety. Full article
(This article belongs to the Special Issue Sport-Related Concussion and Head Impact in Athletes)
24 pages, 3023 KB  
Article
A Complete Analysis on the Risk of Using Quantal Response: When Attacker Maliciously Changes Behavior under Uncertainty
by Thanh Hong Nguyen and Amulya Yadav
Games 2022, 13(6), 81; https://doi.org/10.3390/g13060081 - 2 Dec 2022
Viewed by 2149
Abstract
In security games, the defender often has to predict the attacker’s behavior based on some observed attack data. However, a clever attacker can intentionally change its behavior to mislead the defender’s learning, leading to an ineffective defense strategy. This paper investigates the attacker’s [...] Read more.
In security games, the defender often has to predict the attacker’s behavior based on some observed attack data. However, a clever attacker can intentionally change its behavior to mislead the defender’s learning, leading to an ineffective defense strategy. This paper investigates the attacker’s imitative behavior deception under uncertainty, in which the attacker mimics a (deceptive) Quantal Response behavior model by consistently playing according to a certain parameter value of that model, given that it is uncertain about the defender’s actual learning outcome. We have three main contributions. First, we introduce a new maximin-based algorithm to compute a robust attacker deception decision under uncertainty, given the defender is unaware of the attacker deception. Our polynomial algorithm is built via characterizing the decomposability of the attacker deception space as well optimal deception behavior of the attacker against the worst case of uncertainty. Second, we propose a new counter-deception algorithm to tackle the attacker’s deception. We theoretically show that there is a universal optimal defense solution, regardless of any private knowledge the defender has about the relation between their learning outcome and the attacker deception choice. Third, we conduct extensive experiments in various security game settings, demonstrating the effectiveness of our proposed counter-deception algorithms to handle the attacker manipulation. Full article
(This article belongs to the Special Issue Game-Theoretic Analysis of Network Security and Privacy)
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20 pages, 4575 KB  
Article
Plant Conservation vs. Folk Traditions: The Case of Ophrys scolopax Cav. (Orchidaceae) in Central Western Spain
by José A. González, Sonia Bernardos and Francisco Amich
Biology 2022, 11(11), 1566; https://doi.org/10.3390/biology11111566 - 25 Oct 2022
Cited by 3 | Viewed by 2743
Abstract
In central western Spain, the bee orchid Ophrys scolopax Cav. is limited to a few localities of the Arribes del Duero Natural Park, reaching the municipality of Villarino de los Aires (Salamanca) to the north. Due to its restricted distribution, this plant is [...] Read more.
In central western Spain, the bee orchid Ophrys scolopax Cav. is limited to a few localities of the Arribes del Duero Natural Park, reaching the municipality of Villarino de los Aires (Salamanca) to the north. Due to its restricted distribution, this plant is hardly known in this territory, with the exception of this village, where it is very popular. Although most of its inhabitants are unaware of various aspects of the biology of this orchid, for example its pollination strategy, the place where the only local population grows is well-known: the Teso de San Cristóbal (“St. Christopher’s Hill”), a place of ancient pagan rituals Christianised through the construction of a hermitage. The villagers also know that its flowering period coincides with the Easter celebration, and they have traditionally looked for and collected it there during Easter Monday. This ritual has evolved over time based on the needs and interests of the community. From a religious celebration aimed at blessing the fields, it became a game among young men to obtain prestige within the community, and from the end of the 20th century to the present, it has become a festival to revitalise cultural identity. In this article, we analyse how the aforementioned traditional practices affected this orchid species in the recent past, and we describe the educational actions (conferences, workshops, courses, etc.) carried out during the last ten years so that, while maintaining the cultural practices of the village, its population should be respected and conserved at the same time. Full article
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11 pages, 925 KB  
Article
A Video-Game-Based Oral Health Intervention in Primary Schools—A Randomised Controlled Trial
by Ahmad Aljafari, Rawan ElKarmi, Osama Nasser, Ala’a Atef and Marie Therese Hosey
Dent. J. 2022, 10(5), 90; https://doi.org/10.3390/dj10050090 - 19 May 2022
Cited by 13 | Viewed by 6055
Abstract
Background: Poor oral health practices and high levels of dental caries have been reported among children in the developing world. Video games have been successful in promoting oral health in children. The aim of this study was to assess the impact of an [...] Read more.
Background: Poor oral health practices and high levels of dental caries have been reported among children in the developing world. Video games have been successful in promoting oral health in children. The aim of this study was to assess the impact of an oral-health-education video game on children’s dietary knowledge and dietary and toothbrushing practices; Methods: Two Schools in Amman, Jordan were randomly selected and assigned to either intervention or control. Six- to eight-year old children took part. The intervention group played the oral-health-education video game; the control group received no intervention. The groups were compared in terms of changes in: child dietary knowledge, dietary and toothbrushing practices, plaque scores, and parental familiarity with preventive treatments. Data were submitted to statistical analysis with the significance level set at p ≤ 0.05. Results: Two hundred and seventy-eight children took part. Most (92%) had carious teeth. At baseline, children reported having more than one sugary snack a day and only 33% were brushing twice a day. Most parents were unaware of fluoride varnish (66%) or fissure sealants (81%). At follow-up, children in the intervention group had significantly better dietary knowledge, and parents in both groups became more familiar with fluoride varnish. There were no significant changes in children’s plaque scores, toothbrushing and dietary practices, or parental familiarity with fissure sealants in either group. Conclusions: Using an oral-health-education video game improved children’s dietary knowledge. However, future efforts should target children together with parents, and need to be supplemented by wider oral-health-promotion. Full article
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6 pages, 378 KB  
Proceeding Paper
The Design of an Environmental-Noise-Labeling App for Citizen Participation in Smart Cities
by Paula Garcia, Leticia Duboc and Rosa Ma Alsina-Pagès
Eng. Proc. 2021, 10(1), 80; https://doi.org/10.3390/ecsa-8-11273 - 1 Nov 2021
Cited by 1 | Viewed by 1723
Abstract
The urban acoustic environment is composed of a great variety of sounds, whose effects citizens are mainly unaware of, despite medical studies showing that urban noise affects quality of life and health, causing various problems from sleep disturbances to cardiovascular diseases. The development [...] Read more.
The urban acoustic environment is composed of a great variety of sounds, whose effects citizens are mainly unaware of, despite medical studies showing that urban noise affects quality of life and health, causing various problems from sleep disturbances to cardiovascular diseases. The development and deployment of wireless acoustic sensor networks (WASNs) presents new ways to meet urban acoustic challenges in the context of a smart city environment. The improvement of the quality of life of the citizens cannot be limited to measuring the equivalent levels of noise in the streets but should also identify the type of noise source and its impact on the overall noise measurement. For this purpose, the collection of noise sources information requires the application of many techniques, including the recording and labeling of noise events. The latter is a task that is mostly performed manually by experts, using certain types of software, and it is very time-consuming. To improve this task and to take advantage of the rise of new technologies, we propose the design of a game using a mobile application to encourage citizens’ participation in research. The goals of the app are two-fold: to raise awareness of the problems generated by noise and to help experts in the work of pre-labeling sounds for later analysis. We detail the envisioned mechanics of the proposed game, its dynamics and its design. Full article
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20 pages, 7534 KB  
Article
Skeleton Driven Action Recognition Using an Image-Based Spatial-Temporal Representation and Convolution Neural Network
by Vinícius Silva, Filomena Soares, Celina P. Leão, João Sena Esteves and Gianni Vercelli
Sensors 2021, 21(13), 4342; https://doi.org/10.3390/s21134342 - 25 Jun 2021
Cited by 23 | Viewed by 6307
Abstract
Individuals with Autism Spectrum Disorder (ASD) typically present difficulties in engaging and interacting with their peers. Thus, researchers have been developing different technological solutions as support tools for children with ASD. Social robots, one example of these technological solutions, are often unaware of [...] Read more.
Individuals with Autism Spectrum Disorder (ASD) typically present difficulties in engaging and interacting with their peers. Thus, researchers have been developing different technological solutions as support tools for children with ASD. Social robots, one example of these technological solutions, are often unaware of their game partners, preventing the automatic adaptation of their behavior to the user. Information that can be used to enrich this interaction and, consequently, adapt the system behavior is the recognition of different actions of the user by using RGB cameras or/and depth sensors. The present work proposes a method to automatically detect in real-time typical and stereotypical actions of children with ASD by using the Intel RealSense and the Nuitrack SDK to detect and extract the user joint coordinates. The pipeline starts by mapping the temporal and spatial joints dynamics onto a color image-based representation. Usually, the position of the joints in the final image is clustered into groups. In order to verify if the sequence of the joints in the final image representation can influence the model’s performance, two main experiments were conducted where in the first, the order of the grouped joints in the sequence was changed, and in the second, the joints were randomly ordered. In each experiment, statistical methods were used in the analysis. Based on the experiments conducted, it was found statistically significant differences concerning the joints sequence in the image, indicating that the order of the joints might impact the model’s performance. The final model, a Convolutional Neural Network (CNN), trained on the different actions (typical and stereotypical), was used to classify the different patterns of behavior, achieving a mean accuracy of 92.4% ± 0.0% on the test data. The entire pipeline ran on average at 31 FPS. Full article
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23 pages, 414 KB  
Article
On Multidimensional Congestion Games
by Vittorio Bilò, Michele Flammini, Vasco Gallotti and Cosimo Vinci
Algorithms 2020, 13(10), 261; https://doi.org/10.3390/a13100261 - 15 Oct 2020
Cited by 3 | Viewed by 3689
Abstract
We introduce multidimensional congestion games, that is, congestion games whose set of players is partitioned into d+1 clusters C0,C1,,Cd. Players in C0 have full information about all the other participants [...] Read more.
We introduce multidimensional congestion games, that is, congestion games whose set of players is partitioned into d+1 clusters C0,C1,,Cd. Players in C0 have full information about all the other participants in the game, while players in Ci, for any 1id, have full information only about the members of C0Ci and are unaware of all the others. This model has at least two interesting applications: (i) it is a special case of graphical congestion games induced by an undirected social knowledge graph with independence number equal to d, and (ii) it represents scenarios in which players have a type and the level of competition they experience on a resource depends on their type and on the types of the other players using it. We focus on the case in which the cost function associated with each resource is affine and bound the price of anarchy and stability as a function of d with respect to two meaningful social cost functions and for both weighted and unweighted players. We also provide refined bounds for the special case of d=2 in presence of unweighted players. Full article
(This article belongs to the Special Issue Graph Algorithms and Applications)
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28 pages, 312 KB  
Article
Guessing the Game: An Individual’s Awareness and Assessment of a Game’s Existence
by Katarina Kostelic
Games 2020, 11(2), 17; https://doi.org/10.3390/g11020017 - 26 Mar 2020
Cited by 7 | Viewed by 5044
Abstract
In everyday life, games begin inconspicuously, leaving an individual to stumble upon their assessment of a situation. An unaware individual is unlikely to exhibit strategic behavior in a given situation, which highlights the importance of awareness examination. The purpose of this exploratory analysis [...] Read more.
In everyday life, games begin inconspicuously, leaving an individual to stumble upon their assessment of a situation. An unaware individual is unlikely to exhibit strategic behavior in a given situation, which highlights the importance of awareness examination. The purpose of this exploratory analysis is to examine awareness and assessment of a game’s existence at the individual level. That requires examination of respondents’ detection (as an indication of their awareness) and identification (as an indication of their assessment) of game elements in game-like situations and their relation to awareness of the game existence. The empirical data is collected using a scenario technique and is statistically analyzed. The results show that the respondents are, on average, at least partially aware of possibility for strategic interaction (even in vague situations). The revealed regularities point out to the relation of the game elements to game existence belief, but also indicate the presence of psychological biases and information utilization issues. For example, the respondents assign different levels of belief to game existence regarding possible losses or gains. Research limitations involve the use of a small convenience sample and lead to suggestions for results validation in future research. Possible implications of the results are discussed. Full article
13 pages, 535 KB  
Article
Quantum Games with Unawareness with Duopoly Problems in View
by Piotr Frąckiewicz and Jakub Bilski
Entropy 2019, 21(11), 1097; https://doi.org/10.3390/e21111097 - 10 Nov 2019
Cited by 5 | Viewed by 2661
Abstract
Playing the Cournot duopoly in the quantum domain can lead to the optimal strategy profile in the case of maximally correlated actions of the players. However, that result can be obtained if the fact that the players play the quantum game is common [...] Read more.
Playing the Cournot duopoly in the quantum domain can lead to the optimal strategy profile in the case of maximally correlated actions of the players. However, that result can be obtained if the fact that the players play the quantum game is common knowledge among the players. Our purpose is to determine reasonable game outcomes when players’ perceptions about what game is actually played are limited. To this end, we consider a collection consisting of the classical and quantum games that specifies how each player views the game and how each player views the other players’ perceptions of the game. We show that a slight change in how the players perceive the game may considerably affect the result of the game and, in the case of maximally correlated strategies, may vary from the inefficient Nash equilibrium outcome in the classical Cournot duopoly to the Pareto optimal outcome. We complete our work by investigating in the same way the Bertrand duopoly model. Full article
(This article belongs to the Special Issue Quantum Information Revolution: Impact to Foundations)
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17 pages, 411 KB  
Article
Quantum Games with Unawareness
by Piotr Frąckiewicz
Entropy 2018, 20(8), 555; https://doi.org/10.3390/e20080555 - 26 Jul 2018
Cited by 5 | Viewed by 4626
Abstract
Games with unawareness model strategic situations in which players’ perceptions about the game are limited. They take into account the fact that the players may be unaware of some of the strategies available to them or their opponents as well as the players [...] Read more.
Games with unawareness model strategic situations in which players’ perceptions about the game are limited. They take into account the fact that the players may be unaware of some of the strategies available to them or their opponents as well as the players may have a restricted view about the number of players participating in the game. The aim of the paper is to introduce this notion into theory of quantum games. We focus on games in strategic form and Eisert–Wilkens–Lewenstein type quantum games. It is shown that limiting a player’s perception in the game enriches the structure of the quantum game substantially and allows the players to obtain results that are unattainable when the game is played in a quantum way by means of previously used methods. Full article
(This article belongs to the Special Issue Towards Ultimate Quantum Theory (UQT))
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