Management of inland recreational fisheries would benefit from stock abundance and size structure data. Feasibly standardised angling methods such as ice fishing could produce representative catch-per-unit-effort (CPUE) information on the abundance of different-sized fish in small lakes. Here, we first used standard Nordic multimesh gillnets to obtain number-per-unit-effort (NPUE), biomass-per-unit-effort (BPUE) and size structure data on Eurasian perch (Perca fluviatilis) stocks in 11 small boreal lakes in summer. Second, the same lakes were ice-fished by voluntary anglers using a pre-defined, loosely standardised protocol to obtain angling-based NPUE, BPUE, and length frequency distributions. Effects of environmental variables such as water oxygen concentration and light penetration on angling catch rates were controlled statistically. Neither perch Nordic gillnet NPUE nor BPUE corresponded to ice-fishing CPUEs. However, the length distribution of the catch did not differ between methods.Our results imply that traditional ice fishing applying natural baits is relatively unselective for fish size and could produce valid length-based indicators for management purposes while angling CPUE was poorly related to Nordic gillnet CPUE.
The increase in the number of smart mobile devices has led the explosion of a variety of educational and recreational game applications. This study's purpose is to find common themes in the reward types of the cumulatively most-installed educational and recreational mobile games. The video games were observed by researchers from previously recorded footage available online. The most frequently occurring reward types in the most installed game applications in descending order are sensory feedback, glory, access, sustenance, facility and praise. Educational and recreational games appear to have differences in reward types present, recreational games having significantly higher median of total reward types. In the most installed game applications data set, the occurrence of every individual reward system, except praise and sensory, are significantly different between educational and recreational games. In-game rewards which seem to fit into multiple reward types are highlighted. In conclusion reward types differ in occurrence in addition to popular educational games appearing to have less reward types present than games made purely for entertainment purposes.
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