ࡗ Harsh Physical Discipline in Childhood and Violence in Later Romantic Involvements: The Mediating Role of
Problem BehaviorsThis study examines the impact that experiencing harsh physical discipline in childhood and engaging in problem behaviors during adolescence and young adulthood have on experiencing and perpetrating intimate violence. Using LISREL 7, we tested a model based on social learning theory, Freudian theory, and theories of deviance. The 608 cases analyzed are from a longitudinal study of adolescents conducted in 1982 and 1992-1993. The results suggest that harsh physical punishment in childhood is directly related to greater perpetration of violence against an intimate partner later in life. The enactment of problem behaviors in adolescence and young adulthood was also found to increase the level of perpetration of violence against an intimate partner. In addition, harsh physical punishment in childhood was found to be indirectly but significantly related to increased perpetration via the intervening variables of adolescent and young adult problem behavior. We hypothesized that perpetration and victimization are significantly related to one another bidirectionally, but the results only support
Playing online games should be fun. One of the primary causes of player frustration in online games is lag, or delay in exchange of game state data [1]- [8]. Current lag mitigation strategies are based on the assumption that a player's Quality of Experience (QoE) is influenced only by her own lag [9]- [12]. We systematically show that this assumption is incorrect, because in an online cooperative game the change in QoE of one player due to their lag can have a cascading effect on the QoE of the other players. Our results are obtained through a novel experimental framework based on previous QoE and online game research.Understanding a player's QoE as a cascade function that includes other players' network conditions provides valuable information for designing cooperative online games. Based on our observations, we recommend changes to the current approach to lag mitigation in cooperative games. We argue that the primary objective of lag mitigation should not be to reduce the lag of all players. Instead the primary objective should be to reduce the lag of the most lagged player within each cooperative group.
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