scholarly journals Arranging the Pieces: A Survey of Library Practices Related to a Tabletop Game Collection

2017 ◽  
Vol 12 (1) ◽  
pp. 2
Author(s):  
Teresa Slobuski ◽  
Diane Robson ◽  
PJ Bentley

Abstract Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games. Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a snowball sampling technique involving electronic outlets and discussion lists used by librarians in school, public, and academic libraries. Results – One hundred nineteen libraries answered the survey. The results show that tabletop games have a presence in libraries, but practices vary in regard to collection development, cataloguing, processing, and circulation. Conclusion – Results indicate that libraries are somewhat fragmented in their procedures for tabletop collections. Libraries can benefit from better understanding how others acquire, process, and use these collections. Although they are different to other library collections, tabletop games do not suffer from extensive loss and bibliographic records are becoming more available. Best practices and guidance are still needed to fully integrate games into libraries and to help librarians feel comfortable piloting their own tabletop collections.

Author(s):  
Ruo Mo ◽  
Louis Leung ◽  
Yingqi Hao ◽  
Xuan Wu ◽  
Rui Xi ◽  
...  

Microblog is a platform for publishing and sharing short (140 characters or less) messages with others within a user's social network – is an Internet medium that is growing exponentially and changing the way people communicate on the Internet. To explore the effect of microblogging on interpersonal relationships, this study examines the relationships between narcissism, social anxiety, and microblog use and investigates how these psychological attributes and microblog use may affect social capital. Data were gathered through an online survey of 329 young adults aged 21–30 in mainland China using snowball sampling technique. Regression results indicate the following: (1) narcissism and social anxiety are positively related to the intensity of microblog use; (2) the intensity of microblog use positively predicts both types of social capital (bridging and bonding); (3) although narcissism has a positive effect on both types of social capital, this effect is partly mediated by the intensity of microblog use; (4) social anxiety is slightly positively related to bridging social capital, and this effect is perfectly mediated by the intensity of microblog use; and (5) there is a suppression effect of the intensity of microblog use between social anxiety and bonding social capital. The effect of the intensity of microblog use suppresses the negative effect of social anxiety on bonding social capital. Details about the findings will be discussed.


Author(s):  
Nikole Wing Ka Kwok ◽  
Angeline Khoo

This study explores the factors that contribute to problematic gaming among players of Massively Multiplayer Online Role Playing Games (MMOs for short), in particular, the game World of Warcraft. It examines motivations based on the Self Determination Theory (SDT) and motivations based on Yee’s player orientations. A total of 128 gamers participated in the online survey. Results showed that achievement and immersion player orientations are correlated with extrinsic motivation in terms of external, introjected and identified regulations, as well as intrinsic motivation. Social orientation is only correlated with identified regulation and intrinsic motivation. Problematic gaming is also correlated with all types of extrinsic motivation, and intrinsic motivation, as well as with achievement and immersion player orientations but not with social player orientation. Achievement orientation and introjected regulation both positively predicted problematic gaming, while identified regulation negatively predicted it.


2015 ◽  
Vol 25 (5) ◽  
pp. 829-851 ◽  
Author(s):  
Chwen-Yea Lin ◽  
Wei-Hsi Hung ◽  
Kwoting Fang ◽  
Chien-Chung Tu

Purpose – Achievement is considered to be an important value for students. The purpose of this paper is to explore what achievement values were derived from playing massively multiplayer online role-playing games (MMORPGs), especially for high-engaged MMORPGs players. Design/methodology/approach – The research employed two approaches to collect data: focus group and a web survey of online game players were conducted. Moreover, an addiction-engagement scale was used to ensure all participants were genuinely highly engaged MMORPGs players in data collection process. There are 12 highly engaged players were recruited as focus group members in Phase 1. The online survey yielded 315 responses, of which 267 were considered valid, and 177 of those were considered to be genuine highly engaged players in Phase 2. In the study, exploratory factor analysis was performed to reveal underlying structure of achievement values. Findings – The result focussing on popular MMORPGs reveal that highly engaged players derived six achievement values from playing MMORPGs, including fantasy satisfaction, adventure, victory, socialization ability, self-actualization, and advancement of wealth and status. Originality/value – In view of the prevalence of MMORPGs, it is imperative to draw attention to understand students’ achievement values derived from playing MMORPGs. By doing that, educators know how to bridge students’ achievement values to their academic performance.


Author(s):  
RN Kumar Anil ◽  
SC Karumaran ◽  
Deepthi Kattula ◽  
Rooban Thavarajah ◽  
AM Anusa

ASBTRACTBackgroundThe novel 2019 coronavirus(COVID-19) spreads by respiratory and aerosols. COVID19 driven pandemic causes panic, fear and stress among all strata of society. Like all other medical professions, dentists, particularly endodontists, who are highly exposed to aerosols would be exposed to stress. The aim of this study was to assess the (dis)stress among Indian endodontists and the factors that could influence the (dis)stress.MethodsFrom 8th April to 16th April 2020, we conducted an online survey in closed endodontic social media using snowball sampling technique, collecting basic demographic data, practice setting and relevant data. Psychological stress and perceived distress were collected through COVID-19 Peri-traumatic Distress Index (CPDI) and Perceived stress scale (PSS). Multinomial regression analysis was performed to estimate relative risk rate and P≤0.05 was considered significant.ResultsThis study had 586 Indian endodontists completing this survey across India. Of these, 311 (53.07%) were males, 325(55%) in the age group of 25-35 years, 64%in urban areas, 13.14% in solo-practice and a fourth of them were residents. Female endodontists had high perceived stress (RRR=2.46,P=0.01) as compared to males, as measured by PSS. Younger endodontists<25 years(RRR=9.75;P=0.002) and 25-35years (RRR=4.60;P=0.004) as compared with >45 years age-group had more distress. Exclusive consultants had RRR= 2.90, P=0.02, for mild-to-moderate distress as compared to normal. Factors driving this phenomenon are considered.ConclusionsDuring the lock down due to COVID-19, 1-in-2 Indian endodontists had distress, as measured by CPDI and 4-in-5 of them had perceived stress, as indicated by PSS. Our model identified certain factors driving the (dis)stress, which would help policy framers to initiate appropriate response.


2020 ◽  
Vol 42 (4) ◽  
pp. 368-373 ◽  
Author(s):  
Vikhram Ramasubramanian ◽  
Anusa Arunachalam Mohandoss ◽  
Gopi Rajendhiran ◽  
P. Raja Soundara Pandian ◽  
C. Ramasubramanian

Background: COVID-19-driven pandemic has caused panic, fear, and stress among all strata of society. The study aimed to assess stress and the factors that influence it in a representative population in the state of Tamil Nadu (TN)—a state in the southern India where the levels of stress have not been measured yet. Methods: From April 13 to April 25, 2020, we conducted an online survey among the TN population using the snowball sampling technique, collecting basic demographic data. COVID-19-perceived stress was collected through COVID-19 Peritraumatic Distress Index (CPDI). Binomial regression analysis was used to identify the extent of the relationship between CPDI and sociodemographic factors by estimating the odds of having significant stress. P ≤ 0.05 was considered significant. Results: A total of 2,317 valid responses were received. Of the respondents, 830 (35.82%) were males, 1,084 (46.79%) were below 25 years of age, and 2,297 (99.14%) were native residents of TN. The mean(±SD) CPDI was 20.66±12.03. While 1,830 (77.2%) respondents had low or no stress, 478 (20.2%) had mild to moderate stress, and 63 (2.7%) had severe stress. The bivariate model included marital status, age, nativity, and income. The odds of having significant stress (mild–moderate or severe) for a 25–34 year age group as compared to >55 years group was 2.38 (P < 0.001). As compared to widowed, the married had higher odds ratio (3.41, P = 0.05). Compared to those with >10 lakh annual income, those with 2.5–5 lakhs annual income had odds ratio of 1.65 (95% CI = 1.01 to 2.7, P = 0.05). Conclusions: During the lockdown due to COVID-19, every 1 in 5 TN population had some form of stress, as measured by CPDI. Our model identified certain factors driving the stress, which would help policy framers to initiate an appropriate response.


2011 ◽  
Vol 39 (1) ◽  

Dit nummer van het Tijdschrift voor Communicatiewetenschap bevat vijf artikelen over uiteenlopende onderwerpen.Het eerste artikel gaat over de websites van topmerken. In De relatie tussen objectieve en gepercipieerde interactiviteit combineren Hilde Voorveld, Peter Neijens en Edith Smit twee methoden van dataverzameling. Door middel van een inhoudsanalyse analyseren ze de interactieve functies op websites van 65 topmerken en door middel van een survey gaan ze na hoe door hun respondenten de mate van interactiviteit van diezelfde websites gepercipieerd wordt. Uit de resultaten van het onderzoek blijkt dat er zeker geen positieve lineaire relatie bestaat tussen de mate van interactiviteit zoals vastgesteld door de inhoudsanalyse en de gepercipieerde interactiviteit die in de resultaten van het survey naar voren komt. Zij concluderen dat de uniekheid van interactieve functies weleens belangrijker zou kunnen zijn dan de kwantiteit aan interactieve functies op een website.Annelore Deprez, Karin Raeymaeckers en Sarah Van Leuven hebben de berichtgeving over de Eerste en de Tweede Intifada onderzocht. In het artikel Framing van de Eerste en Tweede Intifada in de Vlaamse en Nederlandse pers. Een casestudy van De Morgen en het NRC Handelsblad tonen zij aan dat in deze kranten verschillende frames domineren. Daarbij focussen ze op het ‘law and order’ en het ‘injustice and defiance’ frame. Het ‘law and order’ frame was in het NRC Handelsblad zowel tijdens de Eerste als de Tweede Intifada dominant, terwijl tijdens de Eerste Intifada in de berichtgeving in De Morgen het ‘injustice and defiance’ frame sterk naar voren kwam.Het artikel dat is geschreven door Melanie De Vocht, Jan van Looy, Cédric Courtois en Lieven De Marez gaat over het fenomeen ‘Massively Multiplayer Online Role-Playing Games’ (MMORPG). In Sociaal contact in een MMORPG. Een exploratief onderzoek naar de motivaties voor het spelen van World of Warcraft vanuit de uses & gratifications-benadering presenteren zij de resultaten van een online survey waaraan 1691 gamers hebben meegewerkt. In dit onderzoek zijn acht verschillende motieven om te gamen onderscheiden: escapisme, opwinding, immersie, zelfvoldoening, harde competitie, vaardigheden, sociale contacten in World of Warcraft en sociale contacten in het werkelijke leven. Deze motieven zijn in dit onderzoek ook gerelateerd aan de mate van betrokkenheid bij de online identiteiten van de gamer.In het artikel Een typologie van jonge nieuwsgebruikers in een multimediaal landschap maken Anna Van Cauwenberge, Leen d’Haenens en Hans Beentjes een indeling in nieuwsgebruikers. Zij hebben een survey uitgevoerd onder 1200 Vlaamse en Nederlandse jongeren en jongvolwassenen van 15 tot 35 jaar en op basis van hun tijdsbesteding aan combinaties van nieuwsplatformen identificeren zij verschillende typen. Uit het onderzoek blijkt dat Vlaamse en Nederlandse jongeren online en traditionele nieuwsbronnen combineren waarbij het televisienieuws nog steeds een prominente rol speelt.Het laatste artikel in dit nummer van het Tijdschrift voor Communicatiewetenschap is een literatuuronderzoek naar de relatie tussen mediagebruik en risicogedrag van jongeren in het verkeer. In deze studie staan twee theoretische zienswijzen centraal: de cultivatietheorie en de theorie van het gepland gedrag. Kathleen Beullens en Astrid Dirikx presenteren de resultaten van dit literatuuronderzoek in Mediagebruik en risicogedrag van jongeren in het verkeer: een literatuuroverzicht.


2018 ◽  
Vol 120 (2) ◽  
pp. 269-289 ◽  
Author(s):  
Almir Peštek ◽  
Emir Agic ◽  
Merima Cinjarevic

Purpose The purpose of this paper is to obtain empirical understanding of organic food buyers in the context of emergent organic food market (i.e. Bosnia and Herzegovina) by using a segmentation approach. Design/methodology/approach A self-administrated online survey was carried out among organic food buyers (n=202) using the snowball sampling technique. Measurement items were mainly adapted from the prior studies. Findings The authors analysed the heterogeneity of organic food buyers with latent class model. Four distinct latent classes (i.e. segments) of organic food buyers were identified. Those segments were named as enthusiastic social-seekers, enthusiastic moralists, hostile seldom shoppers, and hostile heavy shoppers. Originality/value Though the study was exploratory, the identified segments of organic food buyers can enhance our knowledge about differing characteristics of organic food buyers in the context of the country where the organic food industry is in the early stages of development. The findings of this study will give organic food producers and marketers a much better framework for making product, pricing, distribution and marketing communications decision. Moreover, the identification of organic food consumer profiles will provide an insight into how policymakers should tailor their public policy and strategies to expand the size of the organic food market.


2021 ◽  
Vol 24 (1) ◽  
pp. 1-26
Author(s):  
Jean Stevany Matitaputty ◽  
Priyo Hari Adi

This research aims to investigate the effects of Machiavellianism dimensions that consist of the use of manipulative tactics, cynical views, and disregard of conventional morality on tax evasion. Further, we also analyze the effects of religiosity and social environment as the variables that control Machiavellianism behavior. The population in this research are individual taxpayers, and the sampling technique used is an online survey with the snowball sampling method. The criteria used in sampling are taxpayers who are self-employed or entrepreneurs.  The data is then analyzed using the univariate and multivariate General Linear Model (GLM) methods. The results show that manipulative tactics and disregard of conventional morality have positive effects on tax evasion. Meanwhile, cynical views have a negative effect on tax evasion. Further, religiosity has negative effects on the use of manipulative tactics and disregard of conventional morality. Lastly, social environment has a positive effect on cynical views but no significant effects on the use of manipulative tactics and disregard of conventional morality.


2021 ◽  
Vol 38 (1) ◽  
Author(s):  
Uzma Taqi ◽  
Erum Shahid ◽  
Uzma Fasih

Purpose:  To analyze the implementation of standard operating procedures (SOP) in different ophthalmic settings of Pakistan during Covid 19. Study Design:  Cross sectional online survey. Place and Duration of Study:  Baqai Medical University & Karachi Medical and Dental College, from 11th to 25th January 2021. Methods:  This online survey included doctors working as consultants, medical officers and trainees in ophthalmology setups. A self-designed questionnaire on Google forms was sent online to see the implementation of standard operating procedures during COVID 19. Results:  A total of 400 participants were selected by snowball sampling technique. A response rate was 105 (26.5%). Females were 66 (62.86%). Among all participants, 36.19% responded that they always screened patients for COVID 19 at reception. Doctors who always wore masks were 96.19%. Out of those who responded, 16.19% and 11.43% always wore protective goggles and disposable gowns respectively. Only 55.24% practiced hand sanitization, 18.10% washed hands with soap and 30.48% cleaned slit lamps after seeing each patient. Doctors who always asked for PCR before ocular surgery under general anesthesia were 65 (61.90%) and for local anesthesia were 36 (34.29%).  Direct Ophthalmoscopy, tonometry, and gonioscopy were performed when necessary by 56.19%, 80.00%, 80.00% of doctors respectively. Only 69.5% were satisfied with precautionary measures. Conclusion:  Clinic management needs improvement in implementing SOPs among patients in an eye OPD. Fifty percent of the ophthalmologists received PPE by their administration. Only 69.5% doctors were satisfied with precautionary measures. Key Words:  COVID 19, standard operating procedures, Pakistan, Ophthalmology


Author(s):  
Roberta Biolcati ◽  
Virginia Pupi ◽  
Giacomo Mancini

Background: Due to the increasing spread of massively multiplayer online role-playing games (MMORPGs) and their addictive potential, scholars assert that understanding the factors underpinning Internet gaming disorder (IGD) is crucial, considering the psychopathological classification. Objectives: This study aimed to explore the motives predicting IGD in MMORPG players with different personality risk profiles. Materials and Methods: An online survey was conducted among 202 MMORPG players (mean age = 27.85 years, SD = 6.49). A cluster analysis was performed to classify the samples, according to the substance use risk profile scale (SURPS), distinguishing a sensation seeking (SS) group from a group prone to negative emotions (PNE), including anxiety, hopelessness, and impulsivity. Also, the gaming motives, which were determined using the Motives for Online Gaming Questionnaire (MOGQ), were considered as independent variables in analyses. The regression analyses indicated different combinations of gaming motives, predisposing the two groups to IGD. Results: The escapism motive and male gender were the main risk factors for SS players, whereas the sociability motive predicted addiction tendencies in the PNE group. Also, the competition motive was a strong predictor of IGD in both groups; this motive was found to be associated with the male gender and the specific game genre. Moreover, the PNE players were significantly more addicted to MMORPGs and were less satisfied with their life, compared to the SS group. Conclusions: Based on the present results, clustering gamers in terms of personality traits allowed us to understand the mechanisms underlying IGD for overcoming a reductive approach, which considers MMORPG players as a uniform group.


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