Due to the popularity and advancement of 4G/5G networks, mobile games have already currently become profitable tools for major internet platforms. These games are even refined to cover almost all age groups of the population rather than the young people. Yet in the perception of the public, mobile games have always seemed to be associated with various derogatory terms such as interfering with learning, addiction, and violence. K12 students usually have less self-control capability, and they are undoubtedly the biggest advocates of mobile games. This paper summarizes the technological development of mobile games from the aspects of hardware and software in chronological order. The psychological and social problems that mobile games have brought to K12 students are analyzed from a neutral perspective. At the end of the paper, the future development of educational games and current limitations of mobile games are also given for the explorations of future trends of game-based education. This position paper aims to provide the insight of what psychosocial impacts that the current mobile games have on the student, and it may also serve as a reference for the how the game-based education has been developing according to the mobile technology wise.
Mental health problems currently affect a quarter of the world's population. Recent research in western societies has started to examine the relationship between entrepreneurship and mental health problems such as Attention Deficit Hyperactivity Disorder (ADHD) and dyslexia. However, little has been done to categorize entrepreneurs into different types and investigate how their levels of mental health and well-being correspond to these types. This study divided entrepreneurs into established and nascent categories and examined this topic in Singapore. By distributing two sets of surveys, a total of 834 responses were collected, with 346 responses from established entrepreneurs and 488 responses from nascent ones. The results showed that the nascent entrepreneurs' levels of well-being were found to be much lower than those of the established entrepreneurs. Furthermore, entrepreneurs with ADHD or dyslexia symptoms generally had a much lower level of life satisfaction, compared with those without. However, the self-care behaviours observed in this sample differed somewhat from observations made in western societies, which might be explained by the different cultures and habits in Singaporean society. The findings not only highlight the need for relevant organizations to support nascent entrepreneurs but serve to remind veteran entrepreneurs to practice more healthy self-care behaviours.
The growth of biofilm, which is caused by microorganism accumulation and growth on wetted surfaces, may damage industrial piping systems, increase maintenance and cleaning costs for the system sterilization, and even divulge the immune system into high risk. This article systematically analyzes the biofilm interactions with piping surface materials from the perspectives of physical convection, and biological and chemical adhesion. The thermodynamics of the flow, bacterial surface sensing, and bio-communication are the most critical factors for biofilm attachment. Furthermore, experimental analysis methods as well as biofilm control and removal approaches, are also included in this study. Finally, the resistance and growth of biofilm, as well as the practical and advanced methodology to control the biofilm and challenges associated with technology, are also discussed. Moreover, this paper may also offer a significant reference for the practice and strategic applications to address the biofilm resistance issues in industrial piping.
During the current post-epidemic period, hygiene requirements and health needs in the hospitality industry keep increasing, and consumers become more concerned about the cleanliness of hotels and have stronger demands for contactless services in hotels. The growth and popularity of IoT technology in China make it more accessible to a wider range of service industries and provides the basis for the application of IoT in the hospitality industry. The application of IoT devices in hotels mainly includes intelligent robots, intelligent guest control, systems, etc., which helps to realize contactless services in hotels. This research reviews the entire development cycle of the application of IoT in the hospitality industry, from the founding, development, and expansion of companies to their IPO and post-IPO maturity. From a perspective combined with IoT technology, we can cope with the changing industry models, business models, and operation modes in the hospitality industry more efficiently. The development of IoT in hotels will move towards humanization and service-orientation. Through the role of human–machine linkage and the reasonable management of IoT equipment, IoT technology can reasonably promote the efficiency of manual work, while injecting “warmth” and “quality” into IoT equipment.
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