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Record W4394834041 · doi:10.4324/9781032619132-9

Cyber spirituality II: virtual reality and spiritual exploration

2024· book-chapter· en· W4394834041 on OpenAlexaboutno aff
Karen‐Marie Yust, Brendan Hyde, Cathy Ota

Bibliographic record

Venuenot available
Typebook-chapter
Languageen
FieldArts and Humanities
TopicMedia, Religion, Digital Communication
Canadian institutionsnot available
Fundersnot available
KeywordsSpiritualityVirtual realityPsychologyHuman–computer interactionAestheticsComputer scienceArtMedicine

Abstract

fetched live from OpenAlex

Video gaming, whether online or via gaming systems, is a highly popular pastime for children and youth. Cartoon Network’s New Generations surveys in the Philippines and India indicate that, of young people aged 7–14 with Internet access, 68% of Filipino children regularly participate in multi-player online games ( Cartoon Network 2007 ) and 53% of Indian children identify multi-player or individual gaming as their favourite online activity ( Demott 2010 ). An eight-year-old Nielson study of online gaming in Europe found that 12–24-year-olds are twice as likely to play online games as other age groups ( Nielson 2003 ) and a more recent study in China reports that 8.1 million Chinese aged 25 years and under comprise one half the total number of Internet users in that country and cite online gaming as a top activity (Youth Mesh 2008 ). Among South Australian children, video game play comprises 19% of their multimedia time ( Olds, Ridley, and Dollman 2006 ) and a Ministry of Education and Training survey in Vietnam ‘showed 70 to 76 percent of primary school children play online games on weekdays’ ( CNN 2010 ). A Canadian study found that boys under 20 are more likely (80%) to play online games than girls in the same age group (20%) and that most play between 12 and 24 hours per week ( Gladwell and Currie 2009 ). The most recent study released in the USA reports that children of 11–14 years old on average spend the most time playing video games each day (85 minutes), but all children aged 8–18 average more than an hour of daily gaming activity (Rideout, Foehr, and Roberts 2010).

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Theoretical or conceptual · Consensus signal: none
GenreCandidate signal: Other · Consensus signal: Other
Teacher disagreement score0.009
Threshold uncertainty score0.030

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0020.001
Science and technology studies0.0020.004
Scholarly communication0.0060.004
Open science0.0010.005
Research integrity0.0010.002
Insufficient payload (model declined to judge)0.0090.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.102
GPT teacher head0.277
Teacher spread0.175 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designTheoretical or conceptual
Domainnot available
GenreOther

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2024
Admission routes1
Has abstractyes

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