This research report summarizes the results of a study examining the Minecraft phenomenon among Czech children. Over 2,300 Minecraft players, mostly children, completed an online survey about their gameplay preferences, time spent playing, social characteristics, and experiences with risk behaviors. The key findings include:
- Most players prefer the Survival game mode and spend their time building structures, mining resources, and crafting objects. Nearly half play every day for 1-5 hours.
- 18% of players admitted to lying to parents about their gameplay time. Over 60% of parents restrict play time.
- Players are typically introduced to Minecraft by friends and siblings and play with others they know personally as well as strangers. Nearly
Paul Ahern - Piezoelectric Energy Harvesting ReviewPaul Ahern
Mechanical energy is among the most plentiful and consistent energy sources in our day-to-day lives, which is available to us regardless of the whims of the weather or the cycles of day and night. Piezoelectric Energy Harvesters (PEH’s) are compact devices which allow the scavenging of low grade energy from ambient sources such as human and environmental vibrations, with the aim of using this energy to power autonomous electronic devices. Many decades of research and development in the field has led to commercially available devices based on piezoelectric materials which can be used to harvest milliwatts of energy from mechanical sources such as vibration, stress or strain.
Innovative MEMS technologies are spearheading the inkjet printing industry’s transformation.
From technology push to market pull, inkjet printing is entering a new era
Inkjet printing, which offers a flexible, cost-effective solution for printing personal documents, is still largely associated with home and small office printing. In parallel, large & wide format printing for CAD and graphic arts applications considers inkjet printing as its technology-of-choice for single prints and very small print runs. The democratization of digital applications in the early 2000s, spurred on by greater home internet usage and the appearance of digital cameras (which dramatically impacted the photo business), has influenced OEM printer manufacturers to develop high-quality, high-resolution printheads. MEMS technologies represent an attractive solution for creating a higher native density of nozzles-per-printheads at an acceptable manufacturing cost via mass production.
Office printing is one of the sectors that has recently benefited from MEMS printhead performance, competing with entry-level to mid-end laser printers. Moreover, the digital revolution is also gaining momentum in new sectors. For years, commercial and industrial applications have used analog printing solutions like flexography, offset printing, and screen-printing due to their high-volume production capacity and associated lower cost. However, these techniques are restrictive due to the use of a master, and not compatible with short runs < 4000m² printing surface. Today’s industrial and commercial applications require more diversity, as well as more instant service customization. Digital printing, specifically inkjet printing, is the solution to penetrating the three trillion square meters (m²) industrial market.
4 pagesAPASOURCES3By the beginning of the 1960s the United .docxtamicawaysmith
4 pages
APA
SOURCES:3
By the beginning of the 1960s the United States had been indirectly engaged in Vietnam for some time. However, American involvement had been extremely limited. In 1964, with the Gulf of Tonkin resolution, the United States formally began to ramp up its commitment of troops. Even as the decision was being made there were doubts about whether this was the right choice for our country, and these doubts grew over time.
In an essay of 1000 to 1500 words compare and contrast the key arguments in these documents for and against American intervention in Vietnam. Overall, which side do you think presents a better case?
Please note that these documents are the primary sources you will use in constructing your essay. You may use brief quotes from the documents below to support your assertions, but be sure that your essay is primarily in your own words.
RESD 600 Introduction to Research Methods
Dr. Ling Wang
Quantitative Study Review Worksheet
1. Citation:
2. Research question:
3. Sample and sampling method:
4. Independent variable(s):
5. Dependent variable:
6. Measurement of variables:
7. Procedure:
8. Design:
9. Statistical analysis:
10. Results:
11. Conclusions:
12. Limitations/Treats (Internal and External Validity):
13. Contribution to the Literature:
Interacting with Videogames in Adolescence: Effects
of Graphic Visualization on Perceived Presence
and Visuospatial Competences
Luca Milani(✉), Stefano Ambrosioni, and Paola Di Blasio
Centre for Research on Developmental and Educational Dynamics (C.Ri.d.e.e.), Department of
Psychology, Catholic University of Milan, Largo Gemelli 1, 20123 Milan, Italy
{luca.milani,paola.diblasio}@unicatt.it,
[email protected]
Abstract. The study here described had the aim of studying the effects of the
interaction with videogames characterized by different modalities of graphic
visualization (two-dimensional vs. three-dimensional) on presence and visuo‐
spatial competences. Participants were 129 adolescents (74 M and 55 F) aged 14–
18 years old (mean of age = 16.11; SD = 1.31), recruited in a high school in
Northern Italy. Participants were instructed to use for a week on their home PC
a specific videogame and were divided in five experimental conditions: 2D Tetris,
3D Tetris, 2D Adventure, 3D Adventure, control. Videogames provided to partic‐
ipants were chosen so to have a continuum in terms of complexity of graphics,
complexity of interaction possibilities and degree of immersivity. At the end of
the week of playing with the given videogame, participants were administered
specific checklists for measuring the degree of presence experimented during the
interaction with the videogame and their visuo-spatial performance. This results
show that there is a strong and direct correlation between the degree of
complexity, immersivity and cognitive demands of videogames and the level of
presence conveyed. Results also show that some of the visuo-spatial abilities are
progressive ...
Minecraft Essay
Civil Engineering Essay
Biofeedback Research Paper
Automatic Sentence Generator
Research Paper On Mass Communication
Ac Generators and Motors
Depression Essay
Family Genogram Essay
Surrealism Essay
Essay On How To Improve Productivity
Thought Paper
Personal Change Essay
Research Paper On Tattoos
Hurricane Generator Research Paper
Essay On Internship
Salt Water Essay
Design Of A Standby Generator
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Reflection About Technology
Minds over matter_Constructivism and Emerging MediaCynthia Calongne
Discusses the importance of personalization and affect while providing an overview of pedagogy, andragogy and heutagogy and how they are applied in virtual worlds, augmented reality apps and alternate reality games.
Presented at the WW2012 Conference, July 23-27, 2012, Las Vegas, NV during the Breakout Session 1 by Dr. Cynthia Calongne on July 24, 2012.
Digital games in education. Our students' experiences of society and culture are
increasingly digital and their futures will involve digital
workplaces. Their everyday lives are characterised by digital
play and online interaction and their futures will involve digital
workplaces, regardless of the career paths they follow.
Paul Ahern - Piezoelectric Energy Harvesting ReviewPaul Ahern
Mechanical energy is among the most plentiful and consistent energy sources in our day-to-day lives, which is available to us regardless of the whims of the weather or the cycles of day and night. Piezoelectric Energy Harvesters (PEH’s) are compact devices which allow the scavenging of low grade energy from ambient sources such as human and environmental vibrations, with the aim of using this energy to power autonomous electronic devices. Many decades of research and development in the field has led to commercially available devices based on piezoelectric materials which can be used to harvest milliwatts of energy from mechanical sources such as vibration, stress or strain.
Innovative MEMS technologies are spearheading the inkjet printing industry’s transformation.
From technology push to market pull, inkjet printing is entering a new era
Inkjet printing, which offers a flexible, cost-effective solution for printing personal documents, is still largely associated with home and small office printing. In parallel, large & wide format printing for CAD and graphic arts applications considers inkjet printing as its technology-of-choice for single prints and very small print runs. The democratization of digital applications in the early 2000s, spurred on by greater home internet usage and the appearance of digital cameras (which dramatically impacted the photo business), has influenced OEM printer manufacturers to develop high-quality, high-resolution printheads. MEMS technologies represent an attractive solution for creating a higher native density of nozzles-per-printheads at an acceptable manufacturing cost via mass production.
Office printing is one of the sectors that has recently benefited from MEMS printhead performance, competing with entry-level to mid-end laser printers. Moreover, the digital revolution is also gaining momentum in new sectors. For years, commercial and industrial applications have used analog printing solutions like flexography, offset printing, and screen-printing due to their high-volume production capacity and associated lower cost. However, these techniques are restrictive due to the use of a master, and not compatible with short runs < 4000m² printing surface. Today’s industrial and commercial applications require more diversity, as well as more instant service customization. Digital printing, specifically inkjet printing, is the solution to penetrating the three trillion square meters (m²) industrial market.
4 pagesAPASOURCES3By the beginning of the 1960s the United .docxtamicawaysmith
4 pages
APA
SOURCES:3
By the beginning of the 1960s the United States had been indirectly engaged in Vietnam for some time. However, American involvement had been extremely limited. In 1964, with the Gulf of Tonkin resolution, the United States formally began to ramp up its commitment of troops. Even as the decision was being made there were doubts about whether this was the right choice for our country, and these doubts grew over time.
In an essay of 1000 to 1500 words compare and contrast the key arguments in these documents for and against American intervention in Vietnam. Overall, which side do you think presents a better case?
Please note that these documents are the primary sources you will use in constructing your essay. You may use brief quotes from the documents below to support your assertions, but be sure that your essay is primarily in your own words.
RESD 600 Introduction to Research Methods
Dr. Ling Wang
Quantitative Study Review Worksheet
1. Citation:
2. Research question:
3. Sample and sampling method:
4. Independent variable(s):
5. Dependent variable:
6. Measurement of variables:
7. Procedure:
8. Design:
9. Statistical analysis:
10. Results:
11. Conclusions:
12. Limitations/Treats (Internal and External Validity):
13. Contribution to the Literature:
Interacting with Videogames in Adolescence: Effects
of Graphic Visualization on Perceived Presence
and Visuospatial Competences
Luca Milani(✉), Stefano Ambrosioni, and Paola Di Blasio
Centre for Research on Developmental and Educational Dynamics (C.Ri.d.e.e.), Department of
Psychology, Catholic University of Milan, Largo Gemelli 1, 20123 Milan, Italy
{luca.milani,paola.diblasio}@unicatt.it,
[email protected]
Abstract. The study here described had the aim of studying the effects of the
interaction with videogames characterized by different modalities of graphic
visualization (two-dimensional vs. three-dimensional) on presence and visuo‐
spatial competences. Participants were 129 adolescents (74 M and 55 F) aged 14–
18 years old (mean of age = 16.11; SD = 1.31), recruited in a high school in
Northern Italy. Participants were instructed to use for a week on their home PC
a specific videogame and were divided in five experimental conditions: 2D Tetris,
3D Tetris, 2D Adventure, 3D Adventure, control. Videogames provided to partic‐
ipants were chosen so to have a continuum in terms of complexity of graphics,
complexity of interaction possibilities and degree of immersivity. At the end of
the week of playing with the given videogame, participants were administered
specific checklists for measuring the degree of presence experimented during the
interaction with the videogame and their visuo-spatial performance. This results
show that there is a strong and direct correlation between the degree of
complexity, immersivity and cognitive demands of videogames and the level of
presence conveyed. Results also show that some of the visuo-spatial abilities are
progressive ...
Minecraft Essay
Civil Engineering Essay
Biofeedback Research Paper
Automatic Sentence Generator
Research Paper On Mass Communication
Ac Generators and Motors
Depression Essay
Family Genogram Essay
Surrealism Essay
Essay On How To Improve Productivity
Thought Paper
Personal Change Essay
Research Paper On Tattoos
Hurricane Generator Research Paper
Essay On Internship
Salt Water Essay
Design Of A Standby Generator
Cinco De Mayo Essay
Reflection About Technology
Minds over matter_Constructivism and Emerging MediaCynthia Calongne
Discusses the importance of personalization and affect while providing an overview of pedagogy, andragogy and heutagogy and how they are applied in virtual worlds, augmented reality apps and alternate reality games.
Presented at the WW2012 Conference, July 23-27, 2012, Las Vegas, NV during the Breakout Session 1 by Dr. Cynthia Calongne on July 24, 2012.
Digital games in education. Our students' experiences of society and culture are
increasingly digital and their futures will involve digital
workplaces. Their everyday lives are characterised by digital
play and online interaction and their futures will involve digital
workplaces, regardless of the career paths they follow.
Net Children Go Mobile European Report February 2014Krishna De
The "Net Children Go Mobile European Research" project is aimed at studying the post-desktop media ecology that children inhabit and its consequences on young people’s online experiences.
Other reports can be found at http://bgn.bz/ncgm
Principles to Gamify the Online Philanthropic CrowdfundingNicola Terrenghi
A Gamification Framework Applied to Kiva.org.
This thesis treats the exploitation of gamification to engage and coordinate users on philanthropic
crowdfunding platforms.
Crowdfunding platforms strive to gain new users and to maximise their impact through the
design of engagement mechanisms. Social networks integration and mobile user experience
are only few of the several techniques to engage users and foster their activity. “All-or-nothing”
constraint, which enables the capital delivery only in case of campaign-goal achievement, aims
at increasing crowd efficiency, encouraging coordination among platform users.
Although the last six years were marked by the boom of crowdfunding industry, many users
are still “peripheral”: they rarely or never take action. Kiva.org, the philanthropic platform I
focused my thesis on, counts about one third of users that have never made a loan and 16% of
lenders that have made one loan only.
I approached the problem of users engagement and coordination suggesting the application
of gamification to philanthropic crowdfunding platforms. In particular, I designing the Gamification
Wheel, a gamification framework addressed to crowdfunding organizations. Through
the framework, I aimed at facilitate organizations in designing an effective gamification system,
via both a user-centric method and a business oriented approach.
Through my research I found out that gamification can be exploited to foster several user
actions, not only donation or lending but also contents sharing and team building. Moreover, I
experienced gamification design as a process instead of a set of game elements. In this regard,
after interviewed three field experts to validate the framework, I designed Impact to show that
game elements are just a mean to the design of an effective gamification system.
ADVENTURE AND QUIZ LEARNING GAME BASED ON A VIRTUAL TOUR OF A VIDEO GAME MUSEUMijseajournal
With the digital age influenced by the COVID-19 pandemic, more education and communication has
moved to online environments. This may limit the amount of impactful experience necessary for successful
learning. In this paper, we describe the design of an educational game implemented for an online course
on video game history. The learning game we developed takes place inside a virtual tour made from a realworld video game history museum. Thus, we first analyze the context of an educational experience a real
museum provides. The designed game mainly mimics multiple-choice tests from the course. Based on these,
we performed a study in the pilot run of the course, in which participants solved the tests and played the
game in two groups. The course participants filled out two questionnaires for self-assessing their
motivation and giving qualitative feedback on both the tests and the game. In this paper, we provide the
results collected for the time it takes to complete, the received score, estimated motivation, and a
qualitative feedback analysis regarding doing the tests versus playing the created learning game.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Net Children Go Mobile European Report February 2014Krishna De
The "Net Children Go Mobile European Research" project is aimed at studying the post-desktop media ecology that children inhabit and its consequences on young people’s online experiences.
Other reports can be found at http://bgn.bz/ncgm
Principles to Gamify the Online Philanthropic CrowdfundingNicola Terrenghi
A Gamification Framework Applied to Kiva.org.
This thesis treats the exploitation of gamification to engage and coordinate users on philanthropic
crowdfunding platforms.
Crowdfunding platforms strive to gain new users and to maximise their impact through the
design of engagement mechanisms. Social networks integration and mobile user experience
are only few of the several techniques to engage users and foster their activity. “All-or-nothing”
constraint, which enables the capital delivery only in case of campaign-goal achievement, aims
at increasing crowd efficiency, encouraging coordination among platform users.
Although the last six years were marked by the boom of crowdfunding industry, many users
are still “peripheral”: they rarely or never take action. Kiva.org, the philanthropic platform I
focused my thesis on, counts about one third of users that have never made a loan and 16% of
lenders that have made one loan only.
I approached the problem of users engagement and coordination suggesting the application
of gamification to philanthropic crowdfunding platforms. In particular, I designing the Gamification
Wheel, a gamification framework addressed to crowdfunding organizations. Through
the framework, I aimed at facilitate organizations in designing an effective gamification system,
via both a user-centric method and a business oriented approach.
Through my research I found out that gamification can be exploited to foster several user
actions, not only donation or lending but also contents sharing and team building. Moreover, I
experienced gamification design as a process instead of a set of game elements. In this regard,
after interviewed three field experts to validate the framework, I designed Impact to show that
game elements are just a mean to the design of an effective gamification system.
ADVENTURE AND QUIZ LEARNING GAME BASED ON A VIRTUAL TOUR OF A VIDEO GAME MUSEUMijseajournal
With the digital age influenced by the COVID-19 pandemic, more education and communication has
moved to online environments. This may limit the amount of impactful experience necessary for successful
learning. In this paper, we describe the design of an educational game implemented for an online course
on video game history. The learning game we developed takes place inside a virtual tour made from a realworld video game history museum. Thus, we first analyze the context of an educational experience a real
museum provides. The designed game mainly mimics multiple-choice tests from the course. Based on these,
we performed a study in the pilot run of the course, in which participants solved the tests and played the
game in two groups. The course participants filled out two questionnaires for self-assessing their
motivation and giving qualitative feedback on both the tests and the game. In this paper, we provide the
results collected for the time it takes to complete, the received score, estimated motivation, and a
qualitative feedback analysis regarding doing the tests versus playing the created learning game.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Similar to The Minecraft Phenomenon in the Czech Environment (Research Report) ENGLISH VERSION (20)
Rizikové chování českých a slovenských dětí v prostředí internetuKamil Kopecky
Publikace Rizikové formy chování českých a slovenských dětí v prostředí internetu je moderní studií rizikových fenoménů spojených s interpersonálními útoky v kyberprostoru. V úvodních částech publikace shrnuje základní poznatky o vybraných rizikových jevech – kyberšikaně, kybergroomingu, sextingu
a rizikovém chování v prostředí sociálních sítí. V dalších částech se již věnuje výsledkům vybraných výzkumných studií, které se na jednotlivé fenomény orientují.
Publikace Rizikové formy chování českých a slovenských dětí v prostředí internetu shrnuje výsledky tří výzkumů, realizovaných Centrem prevence rizikové virtuální komunikace Pedagogické fakulty Univerzity Palackého v Olomouci v průběhu let 2014 a 2015. Konkrétně jde o výzkumy Nebezpečí internetové komunikace 5 a Rizikové chování slovenských dětí v prostředí internetu, které se
orientují na prevalenci rizikového chování spojeného s rizikovými formami komunikace v dětské populaci, a o studii Analýza komunikace českých dětí a online predátorů, která zkoumala, jaké komunikační strategie volí internetoví predátoři v rámci online útoků.
Další část se orientuje na netolismus a jeho různé druhy, zabývá se rovněž riziky spojenými s dětskou prostitucí a orientuje se také na další související fenomény.
Závěrečná část publikace je věnovaná zejména primární prevenci rizikového chování v prostředí internetu, popisuje základní preventivní strategie, zaměřuje se také na zkušenosti z realizace primární prevence v prostředí základních a středních škol.
Prezentace pro U1STZŠ.
Pozor, na slajdu 5 je v příkladu polysémie uvedena možnost koruna ve formě platidla. Koruna jako platidlo je však považována za homonymii, neboť došlo k velkému vzdálení od původního významu a tzv. rozpadu polysémie. Mezi korunou stromu a korunou = měnou již polysémii prokázat nelze.
Multi-source connectivity as the driver of solar wind variability in the heli...Sérgio Sacani
The ambient solar wind that flls the heliosphere originates from multiple
sources in the solar corona and is highly structured. It is often described
as high-speed, relatively homogeneous, plasma streams from coronal
holes and slow-speed, highly variable, streams whose source regions are
under debate. A key goal of ESA/NASA’s Solar Orbiter mission is to identify
solar wind sources and understand what drives the complexity seen in the
heliosphere. By combining magnetic feld modelling and spectroscopic
techniques with high-resolution observations and measurements, we show
that the solar wind variability detected in situ by Solar Orbiter in March
2022 is driven by spatio-temporal changes in the magnetic connectivity to
multiple sources in the solar atmosphere. The magnetic feld footpoints
connected to the spacecraft moved from the boundaries of a coronal hole
to one active region (12961) and then across to another region (12957). This
is refected in the in situ measurements, which show the transition from fast
to highly Alfvénic then to slow solar wind that is disrupted by the arrival of
a coronal mass ejection. Our results describe solar wind variability at 0.5 au
but are applicable to near-Earth observatories.
A brief information about the SCOP protein database used in bioinformatics.
The Structural Classification of Proteins (SCOP) database is a comprehensive and authoritative resource for the structural and evolutionary relationships of proteins. It provides a detailed and curated classification of protein structures, grouping them into families, superfamilies, and folds based on their structural and sequence similarities.
Richard's entangled aventures in wonderlandRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
Slide 1: Title Slide
Extrachromosomal Inheritance
Slide 2: Introduction to Extrachromosomal Inheritance
Definition: Extrachromosomal inheritance refers to the transmission of genetic material that is not found within the nucleus.
Key Components: Involves genes located in mitochondria, chloroplasts, and plasmids.
Slide 3: Mitochondrial Inheritance
Mitochondria: Organelles responsible for energy production.
Mitochondrial DNA (mtDNA): Circular DNA molecule found in mitochondria.
Inheritance Pattern: Maternally inherited, meaning it is passed from mothers to all their offspring.
Diseases: Examples include Leber’s hereditary optic neuropathy (LHON) and mitochondrial myopathy.
Slide 4: Chloroplast Inheritance
Chloroplasts: Organelles responsible for photosynthesis in plants.
Chloroplast DNA (cpDNA): Circular DNA molecule found in chloroplasts.
Inheritance Pattern: Often maternally inherited in most plants, but can vary in some species.
Examples: Variegation in plants, where leaf color patterns are determined by chloroplast DNA.
Slide 5: Plasmid Inheritance
Plasmids: Small, circular DNA molecules found in bacteria and some eukaryotes.
Features: Can carry antibiotic resistance genes and can be transferred between cells through processes like conjugation.
Significance: Important in biotechnology for gene cloning and genetic engineering.
Slide 6: Mechanisms of Extrachromosomal Inheritance
Non-Mendelian Patterns: Do not follow Mendel’s laws of inheritance.
Cytoplasmic Segregation: During cell division, organelles like mitochondria and chloroplasts are randomly distributed to daughter cells.
Heteroplasmy: Presence of more than one type of organellar genome within a cell, leading to variation in expression.
Slide 7: Examples of Extrachromosomal Inheritance
Four O’clock Plant (Mirabilis jalapa): Shows variegated leaves due to different cpDNA in leaf cells.
Petite Mutants in Yeast: Result from mutations in mitochondrial DNA affecting respiration.
Slide 8: Importance of Extrachromosomal Inheritance
Evolution: Provides insight into the evolution of eukaryotic cells.
Medicine: Understanding mitochondrial inheritance helps in diagnosing and treating mitochondrial diseases.
Agriculture: Chloroplast inheritance can be used in plant breeding and genetic modification.
Slide 9: Recent Research and Advances
Gene Editing: Techniques like CRISPR-Cas9 are being used to edit mitochondrial and chloroplast DNA.
Therapies: Development of mitochondrial replacement therapy (MRT) for preventing mitochondrial diseases.
Slide 10: Conclusion
Summary: Extrachromosomal inheritance involves the transmission of genetic material outside the nucleus and plays a crucial role in genetics, medicine, and biotechnology.
Future Directions: Continued research and technological advancements hold promise for new treatments and applications.
Slide 11: Questions and Discussion
Invite Audience: Open the floor for any questions or further discussion on the topic.
This pdf is about the Schizophrenia.
For more details visit on YouTube; @SELF-EXPLANATORY;
https://www.youtube.com/channel/UCAiarMZDNhe1A3Rnpr_WkzA/videos
Thanks...!
Richard's aventures in two entangled wonderlandsRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
3. 3
CONTENTS
1. Foreword........................................................................................................................ 4
2. What is Minecraft?.......................................................................................................... 5
3. Research identification................................................................................................... 6
4. Methodology .................................................................................................................. 6
5. Basic results................................................................................................................... 8
5.1 Basic information about playing Minecraft .............................................................. 8
5.1.1 Gaming preferences ............................................................................................. 8
5.1.2 Time characteristics of playing.............................................................................. 9
5.1.3 Social characteristics of playing...........................................................................11
5.1.4 .............................................................11
5.1.5 Positive and negative aspects of playing Minecraft reported by the players........11
5.2 Risk phenomena associated with playing Minecraft...............................................13
5.2.1 Players as victims of cyber aggression ................................................................13
5.2.2 Players as initiators of cyber aggression..............................................................15
5.3 Addictive behavior in the Minecraft environment ...................................................17
6. Opinions of players .......................................................................................................18
7. Summary.......................................................................................................................20
8. Quotes ..........................................................................................................................21
9. About the implementers ................................................................................................23
9.1 Centre for Prevention of Risky Virtual Communication at the Faculty of Education,
Palacký University Olomouc .............................................................................................23
9.2 Vodafone................................................................................................................23
9.3 Google ...................................................................................................................24
10. Implementers contact information .............................................................................25
4. 4
1. Foreword
it is one of the driving forces that allow us to explore our
identity, it is a tool of human socialization, a means to discover the world around us, used
since our early days. We use games to learn, to explore and games provide us with
excitement, fun, but also teach us lessons.
With the arrival of information and communication technology and the massive growth of the
Internet, playing started to move to virtual environments. In particular, games that allow
multiple players to play together (so called Massive Multiplayer Online Games, MMOGs) have
most popular games that has become popular especially
among the younger generation of players, is Minecraft, with millions of active players from
around the globe.
Since Minecraft is very popular among Czech children as well, we decided to map this
phenomenon in more detail through our research, in which we managed to involve more than
2,300 active players, mostly children, from all regions of the Czech Republic.
In our research, we have focused on why children actually play Minecraft, what brought
them to playing Minecraft, how much time they spend in this environment and in which
activities they engage, whether they have encountered risk forms of communication in
this environment and how they solved any such situations. We also focused on whether
and to what extent do gamers among children exhibit signs of addictive behavior. The
research also explored whether gamers would welcome the integration of activities
associated with playing Minecraft into regular classes at school or homework.
The results of our research are summarized in this final report.
For the Implementation Team
Mgr. Kamil Kopecký, Ph.D.
Palacký University in Olomouc
5. 5
2. What is Minecraft?
Minecraft is a computer game developed by Mojang in 2011 that has managed to gain
popularity among a very strong community of players from all over the world over its several
years of existence. Minecraft is a so-called sandbox game that allows players to do virtually
anything in an open environment build houses, grow plants, raise animals, gather minerals,
create social relationships and so on. The game is very complex it has a sophisticated
physical environment with functioning ecosystems of flora and fauna, while technically-
oriented players can create simple or complicated circuits, operational machines. The game
also accurately simulates basic economic relations including market supply and demand.
The basic version of Minecraft has two game modes Creative (this mode is designed
especially for those who want to build without limitation) and Survival (survival game, where
the objective is to survive, obtain housing, food, raw materials, etc., in the game environment).
However, the game can be expanded with numerous other game modes such as Adventure,
Spectator, Skyblock, minigames etc.
Minecraft is labelled PEGI 7 (www.pegi.info/), making it suitable for players aged 7 and more.
The Minecraft player community has been growing steadily in the Czech Republic as well,
with tens of servers allowing children and adults to learn and have fun in this game. It was
youtuber community on the Internet. These are players who record playing games, providing
their commentary. They then distribute the resulting video to others through video servers
such as YouTube. When playing Minecraft, players fully use their imagination and creativity
and come up with their own stories that they live out in the game environment.
For more information, visit www.minecraft.net.
6. 6
3. Research identification
The research called The Minecraft Phenomenon in the Czech environment was
implemented by the Centre for Prevention of Risky Virtual Communication of the Faculty of
Education, Palacký University Olomouc in cooperation with Vodafone and Google. It follows
on the research of risky behavior in Czech children in the online environment conducted by
-Safety) since 2010.
4. Methodology
Procedure
The basic research tool used was an anonymous online survey created using Google Forms
and distributed to all regions of the Czech Republic primarily to operators of Minecraft
servers, the player community, but also to teachers and principals of elementary and high
schools.
Data collection took place between 1 September 2016 and 31 December 2016. In the
following months, outputs were evaluated and interpreted. Data evaluation was performed in
the statistics software Statistica.
Research participants
A total of 2,331 respondents participated in the research (73.75 % men, 26.25 % women).
The average age was 𝑥̂=16.18, mode 𝑥̃=13.00, set dispersion value was s2=246.64
(s=15.10). 82 % of participants were players younger than 18 years. The detailed age
structure of the research group can be seen in the graph below.
Chart 1 Age structure of the set
(n = 2331)
Most of the set consisted of pupils of elementary schools (68.08%) and high schools (25.23%)
from all regions of the Czech Republic. 93 % were of Czech nationality (the remaining part
consisted of players that indicated Slovak or Polish nationality).
1,89 %
1,24 % 1,63 %
3,26 %
8,71 %
12,91 % 13,38 %
14,03 %
11,15 %
9,82 %
7,94 %
5,02 %
18,02 %
0,00
2,00
4,00
6,00
8,00
10,00
12,00
14,00
16,00
18,00
20,00
less
than 7
7 8 9 10 11 12 13 14 15 16 17 18+
Players' age
7. 7
The set included both long-time Minecraft players who have played for several years as well
as new players who just started playing Minecraft. The graph below shows detailed
information about the set structure in terms of playing time.
Chart 2 How long have you been a Minecraft player?
(n = 2331)
Most of the set consists of casual players (72.63%), 22.69% were players who also act as
administrators, moderators, developers or administrators of Minecraft servers.
Research tool
A research tool in the form of an online survey was created to for the purposes of our research.
The survey focused on identifying info
of view. The online survey consisted of 5 parts with items focusing on the identification of
demographic data
ing
the game, risky forms of communication related to playing the game (both from the
perspective of victims and offenders) and manifestations of addictive behavior. The research
tool consisted of 39 items in total.
21,06 %
23,81 %
28,01 %
12,61 %
10,64 %
3,86 %
0,00 %
5,00 %
10,00 %
15,00 %
20,00 %
25,00 %
30,00 %
less than 1 year 1-2 years 3-4 years 5-6 years more than 6
years
no answer
8. 8
5. Basic results
5.1 Basic information about playing Minecraft
5.1.1 Gaming preferences
As mentioned in the introduction, Minecraft can be played in several modes Survival,
Creative, Adventure, etc. The game modes differ and focus on various activities the essence
of the Creative mode is primarily creation, unlimited construction of buildings, mechanisms,
landscape modifications, etc. Survival mode focuses primarily on surviving in an environment
that contains many obstacles that make it harder for players to survive. This mode also allows
players to build, create and mine, however, players need to count with hostile objects so
by a computer).
Players mostly play the Survival mode (50.58% players confirmed this preference), followed
by the Creative mode (27.80%).
Chart 3 Preferred game modes
(n = 2331)
Children engage in a large amount of mostly creative activities in the world of Minecraft. The
most common ones are mainly building structures and virtual cities, gathering resources and
creating objects (so called crafting). These activities are followed by raising virtual animals,
creating simple or complex gaming mechanisms. Only a third of Minecraft players prefers
PVP (player vs. player) fights.
50,58 %
27,80 %
10,12 %
3,30 % 3,05 % 2,83 % 1,50 % 0,56 % 0,30 %
0,00 %
10,00 %
20,00 %
30,00 %
40,00 %
50,00 %
60,00 %
Survival Creative ChD Minigames PvP Other Survival
and
Creative
Hardcore Skyblock
9. 9
Table 1 The most common activities of Minecraft players
Activities of players
Frequency
(n)
Relative
frequency (%)
Building structures, cities 1,321 62.64%
Mining raw materials 1,182 56.05%
Crafting 1,050 49.79%
Raising animals 971 46.04%
Creating complex mechanisms (redstone circuits,
pistons, automatic machines...) 772 36.61%
PVP combat 725 34.38%
Building XP farms 590 27.98%
Trading (managing a shop, buying x selling etc.) 495 23.47%
Running a server (admin, moderator, developer...) 470 22.29%
Minigames 44 2.09%
(n = 2109)
5.1.2 Time characteristics of playing
Playing Minecraft is subject to criticism due to the amount of time spent by players in the
game. We have therefore focused on how often children play Minecraft and if there is a major
shift in the amount of time spent in the game environment that would occur in all players (one
of the signs of addictive behavior is growing tolerance increase in the time required to satisfy
a specific need).
Approximately one third of players in our set (33.20%) plays Minecraft for less than one hour
a week. Almost half of them (44%, n = 340) are players who have only started playing
Minecraft and are new to gaming.
Chart 4 Frequency of playing Minecraft in a week
We also investigated whether there is any significant change in the length of playing between
the time when players started playing Minecraft and the current condition. The entire set
shows a decrease in the amount of time spent playing Minecraft the number of players
33,20 %
27,93 %
15,19 %
5,83 %
13,73 %
4,12 %
0,00% 5,00% 10,00% 15,00% 20,00% 25,00% 30,00% 35,00%
Less than 1 hour/week
1-5 hours/week
6-10 hours/week
11-15 hours/week
16 hours/week and more
No answer
10. 10
playing Minecraft for several hours a week decreases, while the number of players who play
Minecraft less than 1 hour a week increases (increase of 12%).
Chart 5 Changes in playing time (started playing vs. present)
In order to get a more accurate picture of playing time distribution throughout the week, our
analysis focused on specific days and times spent playing the game. More than 44% of
players play every day players do not distinguish workdays or the weekend. 40% of players
play only on the weekends, reducing or eliminating gaming activity on workdays. 11% of
players play only on workdays.
More than a half of players (57%) do not have an exactly specified period for playing
Minecraft. Out of those that have specified the time, most players have indicated playing
between 12:00 and 18:00 (19.78%).
Chart 6 Game time (hours)
Game time is very important for children and many players are willing to lie to their parents
(or partners) because of playing Minecraft. We have therefore investigated whether players
had ever lied to their parents or partners about how much time they spend playing Minecraft.
18.40% of players (n = 429) had lied to their parents (or partners) about time spent in
the game.
21,06%
33,33%
17,80%
9,82%
13,94%
4,03%
33,20%
27,93%
15,19%
5,83%
13,73%
4,12%
0,00%
5,00%
10,00%
15,00%
20,00%
25,00%
30,00%
35,00%
Less than 1
hour/week
1-5 hours/week 6-10 hours/week 11-15
hours/week
16 hours/week
and more
No answer
Started playing Present
4,63 % 4,16 %
19,78 %
10,04 %
57,10 %
4,29 %
0,00 %
10,00 %
20,00 %
30,00 %
40,00 %
50,00 %
60,00 %
midnight to 6 AM 6 AM to noon noon to 6 PM 6 PM to midnight irregular no answer
11. 11
more than a half of parents (61.18%) restrict playing
time of their children, 36.04% do not restrict the playing time of their children in any way.
5.1.3 Social characteristics of playing
Our research also investigated who introduced players to playing Minecraft. As expected,
children are most frequently introduced to the game by their friends, siblings, or they started
playing by themselves. The following graph shows a detailed overview.
Chart 7 Who introduced you to playing Minecraft?
Children most frequently play Minecraft with their friends they know from real life (61.16%),
with siblings (19.02%) and other relatives cousins (13.72%), with their father (3.85%) or their
mother (6.34%). Almost 32% of children confirmed they play with players they do not know
from real life and do not know their identity. 11.27% of children play by themselves. Almost
80% (79.02%) parents know that their children play Minecraft.
5.1.4
A very popular activity among Czech Minecraft players is recording gameplay videos and
sharing them with other users e.g. on YouTube, or through live streaming. Almost one in
five (23.12%) gamers record their own gameplay videos.
As for sharing gameplay videos with other users 14.03% of players (n = 327) share their
gameplay videos with others. 20% of players have their own YouTube channel for sharing
their Minecraft gameplay activities. Only 1.5% make live streams of their game.
5.1.5 Positive and negative aspects of playing Minecraft reported by the players
Players mostly assess the game positively, they appreciate the options offered by the game,
a large number of gameplay options, massive game world, etc.
51,69 %
18,96 %
10,17 %
7,55 %
3,60 % 2,96 % 2,27 % 1,93 % 0,86 %
0,00%
10,00%
20,00%
30,00%
40,00%
50,00%
60,00%
Friends Started
playing by
myself
Siblings No answer YouTube Youtubers Parents Cousins Other
12. 12
Word cloud what players see as positive in Minecraft
Note: The word cloud was generated from responses of 1,433 players.
Hraní Build; Kreativita -
Possibilities
Only a very small percentage of players assess Minecraft negatively, the negative aspects
are associated primarily with the game community (defamation, unjust punishments,
swearing), with cheating (hacking), some also see the language used in the game community
as negative (grammar mistakes), others report cyberbullying and risky forms of behavior.
Word cloud what players see as negative in Minecraft
Note: The word cloud was generated from responses of 456 players.
Nic- Hackers; Lagy Lags; Grafika -Graphics; Bugy - Bugs
13. 13
5.2 Risk phenomena associated with playing Minecraft
As in other online environments where user accumulate, even in the Minecraft environment,
there is a number of risk phenomena that can affect players. This does not mean that the
Minecraft environment itself would be risky, the risks are created by the individual players
(just like on social networks).
5.2.1 Players as victims of cyber aggression
As in other online environments, also in Minecraft a large number of players become victim
of different types of cyber aggression that can have serious or less serious forms. Most
commonly, Minecraft players experience so called griefing, i.e. someone destroys or breaks
what they created in Minecraft (griefing was confirmed by 43.38% of players). Further, players
are quite often confronted with verbal aggression, including swearing and insults (31.93%)
so called tpa-kill (27.71%). Many game servers
fight against forms of aggression and banned forms of behavior, punishing aggressive
behavior using different types of sanctions
for a
certain time, during which it is impossible to log in).
A fifth of players (23.75%) experienced situations where other players tried to obtain their real
contact information e-mail, Skype name, Facebook profile, phone number etc. Nearly 12%
of child players also confirmed that other people in the game tried to obtain their personal
data their real name and surname; 6% of players pointed out that other players asked them
for a picture of their face.
17.55% of child players experienced virtual theft and nearly 11% confirmed that other players
solicited in-game money from them.
More risky acts of cyber aggression, which can be considered cyberbullying, include mainly
long-term threats and blackmail. Threats were confirmed by 16.64% of child players, 11.25%
of players experienced blackmail. Nearly 6% of players experienced situations, where one of
the other players recorded them in the game and then used the video to mock them.
However, high-risk forms of behavior also occur in Minecraft, mainly soliciting intimate
photos from players. 5.45% (110 of 2,017) of children confirmed that other players asked
them for a picture in which they would be partially or completely naked. 7.73% of
Minecraft players also confirmed that other players tried to convince them to meet in real
life.
On a positive note, more than 41% of players (41.25%, 832 of 2,017) reported they have
not encountered any risk form of communication or risk communication phenomenon in
the Minecraft environment.
The table below provides a comprehensive overview of the risk forms experienced by
Minecraft players.
14. 14
Table 2 Overview of risk phenomena encountered by Minecraft players
Risk phenomenon Frequency
(n)
Relative
frequency (%)
Griefing someone destroyed my building 875 43.38%
Someone insulted me or was rude to me in Minecraft 644 31.93%
Someone killed me in Minecraft using banned techniques
(TPA kill...) 559 27.71%
Someone in Minecraft asked me for my real contact
information (e-mail, Skype, Facebook) 479 23.75%
Someone robbed me in Minecraft (e.g. did not pay the
agreed amount etc.) 354 17.55%
Someone threatened me in Minecraft 332 16.46%
Someone in Minecraft asked me for my real personal
information (name, surname) 239 11.85%
Someone blackmailed me in Minecraft 227 11.25%
Someone tried to solicit in-game money from me 220 10.91%
Someone asked me for the password to my Minecraft
account 196 9.72%
Someone stole my game account 178 8.82%
Someone tried to solicit real money from me (through a text
message, bank transfer, etc.) 164 8.13%
Someone in Minecraft tried to convince me to meet in real
life 156 7.73%
Someone tried to infect my computer with a virus (e.g. using
an infected link, email, etc.) 149 7.39%
Someone in Minecraft asked me for a photo of my face 125 6.20%
Someone recorded me while playing and then used the
video to mock and humiliate me 120 5.95%
Someone in Minecraft asked me for an intimate photo (with
me partially or completely naked) 110 5.45%
None of this happened to me... 832 41.25%
(n = 2017)
15. 15
5.2.2 Players as initiators of cyber aggression
As already mentioned in the previous chapters, Minecraft players experience different types
of risk communication phenomena and cyber aggression. For this reason, we have explored
the issue also from the point of view of players aggressors.
A very positive finding is that in the game, more than 60% of players (1166 of 1920) do not
behave aggressively to other players, do not attempt to hurt them or to destroy their creations.
However, for various reasons, aggression occurs in the remaining players. The table below
provides a summary.
Table 3 Overview of risk phenomena committed by Minecraft players
Risk phenomenon Frequency
(n)
Relative
frequency
(%)
Griefing 586 30.52%
I killed someone in Minecraft using banned techniques (TPA
kill...) 279 14.53%
I insulted or was rude to someone in Minecraft 274 14.27%
I asked someone in Minecraft for their real contact
information (e-mail, Skype, Facebook) 198 10.31%
I robbed someone in Minecraft (e.g. did not pay the agreed
amount etc.) 183 9.53%
I threatened someone in Minecraft 147 7.66%
I asked someone in Minecraft for their real personal
information (name, surname) 134 6.98%
I blackmailed someone in Minecraft 128 6.67%
I tried to solicit in-game money from someone 128 6.67%
I tried to convince someone in Minecraft to meet in real life 114 5.94%
108 5.63%
through email) 107 5.57%
103 5.36%
I asked someone in Minecraft for a photo of their face 96 5.00%
I recorded someone playing so that I could use the video to
attack that person (for example to humiliate him/her, etc.) 95 4.95%
I tried to solicit real money from someone 94 4.90%
I asked someone in Minecraft for an intimate photo
(completely or partially naked) 88 4.58%
I did not engage in any of these activities
1166 60.73%
Almost a thousand players (n = 962) also shared the reasons for attacking other players, what
brought them to do it, what motivates them. For more than half of the players (53.01%),
attacking other players is a form of entertainment, or a form of revenge (48.44%). More than
a quarter of players attack out of boredom (26.61%), or they want to see how their victim will
react to the aggression (21.52%). The following chart provides a summary of the different
causes of attacks.
16. 16
Chart 8 Why players attack other players
53,01 %
48,44 %
26,61 %
21,52 %
17,46 %
15,18 %
12,27 %
0,00 %
10,00 %
20,00 %
30,00 %
40,00 %
50,00 %
60,00 %
It was fun I wanted
revenge
Out of
boredom
Wanted to see
the victim's
reaction
Wanted to
provoke the
victim to react
Wanted to
attract
attention
Wanted others
to admire me
17. 17
5.3 Addictive behavior in the Minecraft environment
A significant part of the research focused on symptoms of addictive behavior in Minecraft
players. The research investigated mental, physical as well as behavioral manifestations. It
should be noted that some of the symptoms may not necessarily be signs of behavioral
addiction or excessive use of online games (e.g. aggression, etc.)
Approximately 16% of players think they are addicted to playing Minecraft. There is a
range of addictive behavior symptoms that occur in child players the most common ones
include loss of control over time spent at the computer, confirmed by more than quarter of
players (28.23%). Other symptoms include burning eyes (22.40%), back pain, pain in the
hands, increasing the time spent playing the game, headaches, etc. The table below provides
a detailed summary.
Table 4 Manifestations of addictive behavior in Minecraft players
Manifestations Frequency
(n)
Relative
frequency (%)
Thinking about Minecraft while not playing it 529 32.12%
Loss of control over time spent at the computer 465 28.23%
Burning eyes 369 22.40%
Back pain 357 21.68%
Pain in the hands, wrists 346 21.01%
Increasing the time spent in the game 322 19.55%
Headache 303 18.40%
Getting up early/staying up late to play the game 240 14.57%
Occurrence of aggression if someone restricts/interrupts
our game 226 13.72%
Eating disorders (no time for food, or eating while
playing...) 216 13.11%
Blurred vision 193 11.72%
Cannot fall asleep after playing Minecraft 183 11.11%
Worse results in school 171 10.38%
Disruption of family relationships (arguments because of
Minecraft, etc.) 148 8.99%
Abandoning previous interests and friends because of
Minecraft 147 8.93%
Problems with partners caused by Minecraft 125 7.59%
None 280 17.00%
(n = 1647)
18. 18
6. Opinions of players
E.g. completing a puzzle. You concentrate on that fully and once completed, you can focus
keeps thinking
of that activity and wants to finish it.
(boy, 12 years, South Bohemian Region)
The Czech PVP community is a very dark place, there are people who, for the sake of success
of their projects, used Internet attacks such as DdoS and hacking through mysql and the
players themselves are no saints, they are eager to fight and draw attention to themselves, so
I do not expect anyone to be friendly to you.
(boy, 17 years, Olomouc Region)
I have a suggestion for a specific server, it is time they started doing something about their
something about it, instead when someone complains about a mod, they jump at him and the
person who complained gets either a ban, or they start picking on him... I would like to repeat
that would be so terrible. Perhaps I am not the nicest player, but that does not mean I should
be getting bans for not breaking any rules. Or for breaking the rules which are not included
in the rules.
(girl, 14 years, Zlín Region)
I study at a public grammar school and I would like to study medicine one day (that is why I
use only the white coat skin in MC for some reason it gives me motivation
for real life, too). Besides MC, I also play basketball and in my free time I like to explore
the world of biology, chemistry and physics. I like chatting with other players (it livens up the
game if you understand each other well and have a good talk).
teacher of our class about how Minecraft could be introduced as a program for 3D modeling.
(boy, 14 years, Liberec Region)
first Minecraft community consisted only of people above 25 years. It was very hard to meet
anyone who would be younger. For example, majncraft.cz, which was the first and still is the
largest LEGAL Minecraft server, was full of people 18+ only. There still many kids,
because you have to buy the game.
(man, 24 years, South Moravian Region)
The questionnaire was a good idea. I look forward to the results. Btw: If this should address
the behavior of kids online, then this is not because of MC, but simply because parents do
not pay attention to their kids. You can see that below non-MC videos as well...
(boy, 17 years, Pardubice Region)
19. 19
I think that for the 16+ category, Minecraft is nothing much. Most of these people enjoy only
playing on servers, but that gets ruined by little kids. If you try to defend yourself or if you
make fun of the kids, you are usually the one who gets p
people therefore often leave and move to Technic (more technical Minecraft)
(boy, 17 years, Prague)
I think that this research is a great idea and it warns players to be careful so that no one can
hurt them in Minecraft (not only Minecraft, but other games as well).
(boy, 12 years, Hradec Králové Region)
I would like to have Minecraft for girls (with animals like dogs, cats, dolphins, birds, butterflies,
kitties, rabbits, etc.) ... thank you very much and I hope this beautif
true .
(girl, 11 years, Karlovy Vary Region)
I would like some good servers where players would not hack, so that I can finally play some
Minecraft. It is also annoying when players play like a team even if they are not in the same
team.
(boy, 11 years, Hradec Králové Region)
20. 20
7. Summary
Minecraft is a very popular computer game among Czech children it offers children and
adults an open environment with a large number of game options and a sophisticated
ecosystem, allowing them to realize their ideas and dreams, offering space and time for active
relaxation, while also educating children in a certain way.
Minecraft is a game that is very non-violent in its essence most players play Minecraft
because they can, without any limits, build, mine, craft objects, raise virtual animals, design
complex circuits or trade with others.
Since Minecraft is very attractive to child players, they spend a large amount of their free time.
According to our research, 23.68% of child players play Minecraft for more than 11 hours a
week, 13.73% play the game for more than 16 hours a week. More than 44% of players play
Minecraft every day children do not distinguish workdays or the weekend. According to the
rents (61.18%) restrict playing time of their children.
More than half of players (51.69%) confirmed that friends who also play Minecraft, introduced
them to the game. These friends are also the ones, with which they play the game most often.
Approximately every fifth Minecraft player (23.12%) captures their gameplay, however, only
14.03% share their videos with other players.
As in other online environments, also in Minecraft quite a large number of players become
victim of different types of cyber aggression that can have serious or less serious forms. Most
commonly, Minecraft players experience so called griefing that is someone destroying or
breaking what they created in Minecraft. Further, players are quite often confronted with
common types of verbal aggression, including swearing and insults (reported by 31.93%
players). Threatening was confirmed by 16.46% child players, blackmail was reported by
11.25%, 6% of players also experienced situations, where one of the other players recorded
them in the game and then used the video to mock them publicly. 5% of players also reported
that other players asked them for a picture in which they would be partially or completely
naked.
A very positive information is that more than 41% of players reported they have not
encountered any risk form of communication or risk communication phenomenon in the
Minecraft environment. Minecraft is therefore an environment that is essentially very
safe. Situations where children encounter serious forms of cyber aggression are rather
rare and are not typical for this game.
Approximately 16% of players think they are addicted to playing Minecraft however, this is
not a case of real destructive addiction, but rather addictive behavior (so called behavioral
addiction). There is a number of effects associated with excessive playing of the game that
occur in child players: 28.23% of players reported they have lost control over time spent
playing Minecraft, 22.40% has experienced burning eyes, 21.68% reported back pain,
players also report pain in the hands, wrists, headaches, growing tolerance to gaming,
disruption of daily schedules (getting up early/staying up late because of the game), eating
disorders, blurred vision, sleeping disorders, etc.
We therefore recommend limiting the time children spend playing Minecraft and not to
forget the necessary relaxation (computer hygiene) both mental and physical.
21. 21
8. Quotes
A large portion of parents of children who actively use the computer
and the Internet are familiar with the word Minecraft. Minecraft is
on a significant part of the current child population. Minecraft can
be clearly evaluated as positive the game focuses primarily on
nt, it inspires children and
provides a space for self-expression, promoting cooperation
between players and developing the imagination of children.
However, this makes the game so attractive to children that it is
capable of consuming all of their free time quite quickly,
suppressing other activities. It is therefore necessary to limit the time
spent playing the game, regulate it and offer a sufficient number of
Mgr. Kamil Kopecký, Ph.D. (Palacký University Olomouc)
Play is one of the basic human activities. Everyone engages in play
throughout their lives, while its position is most significant during
childhood and adolescence. During these periods, it is associated
primarily with leisure activities, where we experience joy,
satisfaction and fun, however, it can have an educational aspect
as well. With regard to the possibilities and especially the
called computer games are becoming more and more common.
Children born after 1993, sometimes called the Google generation, spend a significant part
of their free time in the online environment, it is therefore necessary to keep up with the times
and offer children games that can not only entertain them, but offer an educational quality as
well. Minecraft has just the right potential.
PhDr. René Szotkowski, Ph.D. (Palacký University Olomouc)
There is a saying that enough is enough, and the same is true in the
digital world. The Internet and modern technology can bring great
benefits; however, the extent of their use must be beneficial without
becoming a burden. Especially when it comes to children. Their
activities, in the same way as food, should be varied, balanced and
should come in adequate amounts. To a large extent, it is the
responsibility of the parents if they can protect their children from
addiction to the Internet, social networks or playing games. It is
about setting healthy limits and checking whether children keep
them. A good digital parent also takes care of the life that children have online, in the digital
world.
(Public Affairs Manager, Vodafone Czech Republic a.s.)
22. 22
User safety has always been top priority for Google. Our long-term focus has been to
increase safety not only in terms of services, but also in other
educational projects. We cooperate with the Centre for Prevention
of Risky Virtual Communication at Palacký University Olomouc for
example on the Centre for Safety and we have also organized
three years of the Web Rangers project together. We were
therefore glad to support another activity that will help making the
Internet and online services safer for everyone.
Pavla Grigarová (Marketing Manager at Google for Czech
Republic and Slovakia)
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9. About the implementers
9.1 Centre for Prevention of Risky Virtual Communication at the Faculty of
Education, Palacký University Olomouc
The Centre for Prevention of Risky Virtual Communication at the Faculty of Education, Palacký
of communication of children and adults in the Internet environment. It focuses primarily on
cyberbullying, cyberstalking, cybergrooming, hoax and spam, sexting, social engineering in
the online environment, risks of sharing personal data on social networks and other dangerous
communication phenomena.
In terms of research, the CPRVC conducts both basic as well as applied research (including
contract research). The Centre focuses e.g. on risk communication of children and sexual
abusers, risk sharing of personal data across different communication platforms, specific
forms of cyber attacks using webcams (webcam trolling), revealing fake profiles, identifying
fraudulent online shops and commercial offers, recognizing attackers, supporting victims,
etc.
In the field of research, education and intervention, the CPRVC cooperates with a number of
companies, particularly with Google, Seznam.cz, O2 Czech Republic, Vodafone, IBM, Allegro
Group, ESET, as well as with the Czech Police, National Headquarter against Organized
Crime and other institutions. In addition to research, the Centre is also involved in a national
project focused on the prevention and education in the field of risk behavior on the Internet
called E-Safety (www.e-bezpeci.cz), it also runs an online counselling service for victims of
Internet attacks (www.napisnam.cz), linked with the Safety Line, the Police, the Department
of Social and Legal Protection of Children and other specialized institutions.
The Centre also engages in a range of activities that popularize positive use of modern IT
technology in education and research, focusing e.g. on the use of 3D technology (Google
Cardboard, Oculus Rift, 3D scanning, Leap Motion, Google Glass) and 3D printing.
In 2015, the E-Safety project won the national round of the European Crime Prevention Award.
9.2 Vodafone
Vodafone has been working globally on developing the concept of Digital Parenthood,
focused on promoting modern technology and its positive role in increasing digital literacy
and healthy child development. The Vodafone Foundation, as part of its grant program
Technology for Society, supports courses and projects focusing on the prevention of risk
behavior on the Internet in both children and the elderly.
Investing in education and raising public awareness
Since 2013, the Vodafone Foundation and Vodafone donated over CZK 800,000 to the E-
Safety project for the prevention, education, intervention and raising awareness related to risk
behavior of children on the Internet. In 2016, the Vodafone Foundation also invested in a
social network simulator, so called Fakebook, which allows children to practice safe
communication. Parents can evaluate and improve their skills, while also developing their
digital parenthood.
Find out more about Digital Parenthood at www.vodafone.cz/digitalni-rodicovstvi
24. 24
9.3 Google
The Czech branch of Google was founded in 2006 by its current Director Tania le Moigne.
Since its opening, it has introduced to the Czech market more than 140 localized services for
Czech users, including popular products such as Google Maps, Google Docs, Google
Translate, YouTube, Google Chrome or the Android operating system. Small, medium and
large businesses in the Czech Republic can use online advertising in the search and content
network (Google AdWords), monetize their content using Google AdSense or use analytical
tools for planning and measuring campaigns: Google Analytics, Google Trends, Consumer
Barometer, Global Market Finder and more. Google also contributes to the global positive
publicity of the Czech Republic the home page logo celebrating the 605th anniversary of
the Prague astronomical clock was seen by users in 38 countries.
Helping the Czech Republic grow
Google in the Czech Republic currently focuses primarily on digital transformation. The Digital
Garage project offers Czech citizens, particularly students and small and medium
businesses, online marketing courses completely for free. Google has been teaching Czech
companies how to expand internationally using the Export Accelerator for two consecutive
years now. The Women@Google program has long supported women and girls in the IT field
und as well
as other significant partners from various industries.
25. 25
10. Implementers contact information
Palacký University Olomouc , Centre for Prevention of Risky Virtual
Communication, Faculty of Education
Mgr. Kamil Kopecký, Ph.D. (kamil.kopecky@upol.cz, +420 777 146 808)
PhDr. René Szotkowski, Ph.D. (rene.szotkowski@upol.cz)
Centre for Prevention of Risky Virtual Communication
Faculty of Education at Palacký University Olomouc
www.prvok.upol.cz | www.e-bezpeci.cz
facebook.com/ebezpeci