scholarly journals Good Ethics Can’t Stop Me From Exploiting: The Good and Bad of Anthropocentric Attitudes In Game Environment

2021 ◽  
Author(s):  
Quan-Hoang Vuong ◽  
Minh-Hoang Nguyen ◽  
Nguyen Thanh Thanh Huyen ◽  
Manh-Toan Ho ◽  
Viet-Phuong La

In March 2020, People for the Ethical Treatment of Animals posted a guide for encouraging vegans to not Nintendo’s critical-acclaimed Animal Crossing: New Horizon (ACNH). The blog post received many negative responses, one of which argued that those animals are not “real” and just out of moral consideration. Using 640 questionnaires of ACNH players, this article employed Bayesian analysis to examine how in-game behaviors reflect the extent to which players regards human as the focus of their environmental standpoints. The results indicate the tendency of exploiting nature and non-human resources in-game environments regardless of the level of human-centeredness of players’ environmental attitudes. While the frequency of in-game exploitation of insects and plants was associated negatively with the level of human-centeredness in environmental attitudes, the frequency of in-game fishing was positively correlated with human-centeredness. The findings suggest that game design plays a critical role in conditioning pro-environmental behaviors and highlights various difficulties to extend moral significance to all non-human beings.

2018 ◽  
Vol 10 (2) ◽  
pp. 409-434
Author(s):  
Ibnu Chudzaifah

Pondok Pesantren is one of the Islamic educational institutions that aim to form human beings who have noble character, so that created a human who has a balance between physical and spiritual. Some educational institutions offer various models of learning to balance the current development so that its existence is still recognized by the community. While boarding school in dealing with the development of the times, has a commitment to make new innovations by presenting the pattern of education that can give birth to a reliable Human Resources. Especially pesantren currently has a challenging enough weight in facing the era of "Demographic Bonus". Demographic bonus is a phenomenon in which the structure of the population greatly benefits the community from the side of development in various sectors, because the productive age is more than the non productive age. This means that the dependency burden will decrease with the ratio of 64 percent of the productive age population to bear only 34 percent of the nonproductive age population. With all kinds of scholarships and skills given to students, students are expected to compete in all fields, especially in the face of Indonesia gold in 2020 to 2035.


2021 ◽  
Vol 19 (1) ◽  
Author(s):  
Kwadwo Owusu Akuffo ◽  
Eldad Agyei-Manu ◽  
David Ben Kumah ◽  
Anthony Danso-Appiah ◽  
Abubakar Sadik Mohammed ◽  
...  

Abstract Background Job satisfaction describes an employee’s motivation and/or feeling of satisfaction towards his/her work. Globally, healthcare professionals’ turnover and retention play a critical role in the delivery of essential health services. In Ghana, however, little has been done to ascertain job satisfaction levels among human resources for eye-health. The objective of this study therefore was to assess job satisfaction and its associated factors among optometrists in Ghana. Methods A cross-sectional survey was conducted among 304 registered and licensed optometrists of the Ghana Optometric Association between September 2018 and June 2019. A validated, well-structured questionnaire was used to elicit information on socio-demographic characteristics of participants and measures on job satisfaction. Scores from a five-point Likert scale was employed to examine job satisfaction and its associated factors. Linear regression analyses were used to evaluate the association between overall job satisfaction and its associated factors using Rasch logit scores. Results A total of 214 optometrists gave valid responses to the questionnaires used for the final analysis. The mean (± SD) score of the overall perception of job satisfaction among optometrists was 3.36 (± 1.00), with 74.3% of them being satisfied with their jobs. After statistical adjustment, Good work-life balance (Unstandardized co-efficient (β) = 0.288, p = 0.001), Salary (β = 0.222, p < 0.0005), Supervision (β = 0.117, p = 0.044), and Continuing Education Opportunities (β = 0.138, p = 0.017) were all significantly associated with higher levels of overall job satisfaction. Conclusions Most optometrists were satisfied with their jobs. Effective strategic planning and management of human resources for eye-health in Ghana are essential in the development of quality eye-health systems and the provision of high-quality eyecare services.


2021 ◽  
Author(s):  
Zahra Zarei Jelyani ◽  
Sadra Valiee ◽  
Mohammad Kia ◽  
Ali jajarmizadeh ◽  
Sajad Delavari

Abstract Introduction: Generally, in Epidemics, such as COVID-19, health care workers (HCWs) faces many problems which lead to a shortage and weakening of human resources in the health system. Therefore, using effective strategies to retain human resources is one of the most important issues during outbreaks. This study aims to collect and classify the proposed interventions to strengthen human health resources and their sustainability during epidemics through scoping review.Methods: In this scoping review study, 2300 studies were retrieved through searching international databases –PubMed, Embase, Scopus and Web of Science. The retrieved studies were screened, and finally, 50 studies were included for analysis. The strategies were classified using inductive qualitative content analysis.Results: Most of the studies were conducted in the United States and the United Kingdom. The target population in 39 studies was all health workers; five studies were on physicians, five studies on nurses, and only one study on dentists. The proposed interventions were classified into five categories: preparation, protection, support, treatment, and feedback. Discussion: Most studies focused on providing interventions in one or two dimensions of human resources, but these interventions were summarized and categorized in this review. Therefore, this study has a holistic view of various dimensions of strengthening and maintaining human health resources during epidemics by providing a thematic map. Considering that human beings are multidimensional, policymakers and managers of the health system should use a set of interventions that simultaneously cover different aspects of their needs to strengthen and maintain HCWs.


Author(s):  
Dr. Zahraa Ghanim Mirjah ◽  
Hameed Salim Al-Kaabi ◽  
Dr. Abdul Kareem Mezaal Taher

The current research aims to know the impact of the pioneering leadership on the resource capabilities of Al-Rafidain Community College, and in order to achieve the goal of the research, Al-Rafidain National College was chosen. The research adopted the questionnaire as a tool to collect the necessary data to complete the research and achieve the goals it seeks. Form was distributed as 50 questionnaires on the teaching staff in the civil Rafidain College, was obtained (40) form a valid analysis. The research used a number of statistical methods, for example the arithmetic mean, the standard deviation, the simple linear correlation coefficient Pearson, and the simple and multiple linear regression equation. The results showed the existence of a positive significant significant correlation between human resource capabilities and entrepreneurial leadership, and the existence of a positive influence relationship with positive moral significance for entrepreneurial leadership in human resource capabilities


2020 ◽  
pp. 34-35
Author(s):  
Rafael Lucio de Mattos

This research focuses on the development of emotionally directed gaming experiences demonstrating how the same game, when subjected to targeted audiovisual changes that do not affect its rules, objectives, and mechanics, can provide different emotional experiences. These experiences are related to the psychological and player motivation profiles of each individual. To this end, the research was structured into four main parts. The first, theoretical-conceptual, explored game design, seeking to find structures and elements that make up a game and the experience it proposes. A bibliographic review was carried out on: the study of emotions, including different classification approaches; a study on the relationships established between player, avatar, and game environment; and the concept of emotional design, proposed by Don Norman. The second part, analytical-investigative, consisted of the case study of three games (Journey, Amnesia: The Dark Descent, and Thomas Was Alone) with different gaming experience proposals. They were analyzed using a methodology based on game design elements and their relationship with the levels of emotional design. In this way, it was possible to understand how the design of each game contributes to the creation/development of different emotional experiences. In the third part, a field research was carried out to collect the psychological (Big Five) and player motivation (Quantic Foundry) profiles, through the application of questionnaires. The participants were then divided into groups according to their profiles (psychological and player motivation) to participate in the second part of this stage. Based on the information gathered by the previous steps, a short game was developed. From it, changes in its design were made to generate modified versions that, maintaining the game structure and essential rules, proposed different experiences to the players. All games had a player performance information collection system developed specifically for the research. The games were then made available to participants from the previous stages, who answered a final questionnaire. The responses, as well as information about the players’ performance, were used both to assess how each game affected the perception and to verify whether the psychological and motivation profiles of the player help to understand the emotional experiences of the game. Thus, the fourth part consisted of putting the knowledge into practice and testing the hypotheses developed from the previous steps and listed below. The research showed that 1) the visual and sound aesthetic influence of a game can have a considerable impact on the experience of playing, even if it does not affect the game mechanically; 2) The Big Five psychological profile and the player motivation profile are related to the emotional gaming experiences and can be used to better understand them.


2000 ◽  
Vol 9 (5) ◽  
pp. 448-462 ◽  
Author(s):  
José Pablo Zagal ◽  
Miguel Nussbaum ◽  
Ricardo Rosas

Extensive research has shown that the act of play is extremely important in the lives of human beings. It is thus not surprising that games have a long and continuing history in the development of almost every culture and society. The advent of computers and technology in general has also been akin to the need for entertainment that every human being seeks. However, a curious dichotomy exists in the nature of electronic games: the vast majority of electronic games are individual in nature whereas the nonelectronic ones are collective by nature. On the other hand, recent technological breakthroughs are finally allowing for the implementation of electronic multiplayer games. Because of the limited experience in electronic, multiplayer game design, it becomes necessary to adapt existing expertise in the area of single-player game design to the realm of multiplayer games. This work presents a model to support the initial steps in the design process of multiplayer games. The model is defined in terms of the characteristics that are both inherent and special to multiplayer games but also related to the relevant elements of a game in general. Additionally, the model is used to assist in the design of two multiplayer games. “One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games …”


2017 ◽  
Vol 18 (2) ◽  
pp. 128-135 ◽  
Author(s):  
Shinji Yamasaki ◽  
Tuyen Danh Le ◽  
Mai Quang Vien ◽  
Chinh Van Dang ◽  
Yoshimasa Yamamoto

AbstractEmergence and spread of antimicrobial-resistant bacteria, including extended-spectrum β-lactamase (ESBL)-producing Escherichia coli, have become serious problems worldwide. Recent studies conducted in Vietnam revealed that ESBL-producing E. coli are widely distributed in food animals and people. CTX-M-9 and CTX-M-1 are the most prevalent β-lactamases among the identified ESBLs. Furthermore, most of the ESBL-producing E. coli isolates were multi-drug resistant. Residual antimicrobials such as sulfamethoxazole, trimethoprim, sulfadimidine, cephalexin, and sulfadiazine were also detected at a high level in both animal meats and environmental water collected from several cities, including Ho Chi Minh city and Can Tho city. These recent studies indicated that improper use of antimicrobials in animal-originated food production might contribute to the emergence and high prevalence of ESBL-producing E. coli in Vietnam. Although clonal ESBL-producing E. coli was not identified, CTX-M-55 gene-carrying plasmids with similar sizes (105–139 kb) have been commonly detected in the ESBL-producing E. coli strains isolated from various food animals and human beings. This finding strongly suggests that horizontal transfer of the CTX-M plasmid among various E. coli strains played a critical role in the emergence and high prevalence of ESBL-producing E. coli in Vietnam.


Author(s):  
Ben van Lier

Technology is responsible for major systemic changes within the global financial sector. This sector has already developed into a comprehensive network of mutually connected people and computers. Algorithms play a crucial role within this network. An algorithm is in essence merely a set of instructions developed by one or more people with the intention of having these instructions performed by a machine such as a computer in order to realize an ideal result. As part of a development in which we as human beings have ever higher expectations of algorithms and these algorithms become more autonomous in their actions, we cannot avoid including possibilities in these algorithms that enable ethical or moral considerations. To develop this ethical or moral consideration, we need a kind of ethical framework that can be used for constructing these algorithms. With the development of such a framework we can start to think about what we as human beings consider to be a moral action executed by algorithms that support actions and decisions of interconnected and self-organizing machines. This chapter explores an ethical framework for interconnected and self-organizing moral machines.


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