The objective of this study was to determine the influence of phytogenic product-supplemented, organic acid-supplemented, and prebiotic-supplemented diets on the production results, antioxidative status, and selected welfare indices in broiler chickens. A total of 1155 one-day old male Ross 308 broilers were randomly assigned to one of three treatment groups: Group C, no additives; Group A, supplemented with phytogenic supplement (50% hop); and Group P, supplemented with 65% organic acids and their salts, and 30% prebiotic complex. Health condition and production results were monitored during the entire experiment. After 42 days, 10 birds from each dietary treatment group were selected for blood sampling and slaughter analysis. The results obtained revealed that over the whole feeding period, none of the investigated additives significantly affected broiler performance indices. However, feeding the birds treatment-A increased the relative abundance of Bifidobacterium in caecal digesta compared to the other treatments, whereas feeding treatment-P increased the relative abundance of Lactobacillus compared to the control treatment. Overall, treatment-A was more effective at increasing relative abundance of Clostridia in birds at 42 days of age than treatment-P. Finally, there were no changes in blood levels of antioxidant indices or liver function indicators.
Virtual reality (VR) is a powerful method of redirecting attention away from pain. Yet, little is known about which factors modulate the size of this distraction effect. The aim of this study was to investigate the role of cognitive load and inter-individual differences in the cognitive and affective domain on heat pain thresholds during a VR game. Ninety healthy participants (mean age ± SD: 23.46 ± 3.28; 50% identified as male and 50% as female) played a low and high load version of a VR game while heat pain thresholds and heart rate were recorded. The effects of cognitive load were assessed by computing the difference in pain thresholds between the high and low load condition for each participant. In addition, we computed the difference in heart rate variability (HRV) measures between both conditions to explore whether these would be correlated with the difference in heat pain thresholds. Prior to the VR session, participants completed questionnaires about their emotional distress, pain-related cognitions, and different executive functioning tasks. Contrary to our expectations, not all participants benefitted from a higher load in terms of distraction from pain. Logistic regression analysis revealed that participants who reported more emotional distress were more likely to exhibit higher pain thresholds in the low relative to the high load condition. Accordingly, these participants tended to show marginally higher HRV in the low compared to the high load condition. Our study demonstrates that the potential benefits of an increased cognitive load in VR on pain sensitivity depends on individual differences in affective state.
Abstract. Games including meaningful narratives and moral decisions have become increasingly popular. This case study examines (a) the prevalence of morality and moral foundations, (b) player decisions when encountering moral options, and (c) the influence of contextual factors (i.e., time pressure, played avatar, and humanness of nonplayable characters) on moral decision-making in the popular video game Detroit: Become Human. Based on extensive coding of available world statistics we identified 73.21% morally relevant (vs. morally irrelevant) decisions in the game with a high prevalence for harm- and authority-related situations. Although players had an overall tendency to engage in moral behavior, they were more likely to act “good” when under time pressure and if nonhuman characters were involved. Our findings are discussed with regard to common theories of morality. Results support the notion that prior theoretical assumptions may be successfully mapped onto top-selling video games.
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