BACKGROUND Internet gaming disorder(IGD)is a growing concern among adolescents and adults,necessitating effective treatment strategies beyond pharmacological interventions.AIM To evaluated the effectiveness of non-inv...BACKGROUND Internet gaming disorder(IGD)is a growing concern among adolescents and adults,necessitating effective treatment strategies beyond pharmacological interventions.AIM To evaluated the effectiveness of non-invasive interventions for treating IGD among adolescents and adults.METHODS A total of 11 randomized controlled trials published between 2020 and 2025 were included in this meta-analysis,encompassing 1208 participants from diverse geographic and cultural contexts.The interventions examined included cognitive behavioral therapy(CBT),internet-based CBT,neurofeedback,virtual reality therapy,abstinence-based programs,and school-based prevention.The primary outcomes assessed were reductions in gaming time and IGD severity.Secondary outcomes included improvements in mood,anxiety,and psychosocial functioning(e.g.,stronger peer relationships,better academic or work performance,and healthier daily-life role fulfillment).RESULTS The pooled standardized mean difference for IGD symptom reduction significantly favored non-invasive interventions(Hedges’g=0.56,95%CI:0.38-0.74,P<0.001),with moderate heterogeneity observed(I2=47%).Subgroup analyses indicated that CBT-based programs,both in-person and online,yielded the strongest effects,particularly when caregiver involvement or self-monitoring was incorporated.Funnel plot asymmetry was minimal,suggesting a low risk of publication bias.CONCLUSION These findings support the efficacy of scalable,low-risk non-invasive interventions as first-line treatment options for IGD,particularly in youth populations.Future studies should prioritize investigating long-term outcomes,comparing the effectiveness of different non-invasive modalities,and developing culturally adaptive delivery methods.展开更多
With the ever-expanding applications of vehicles and the development of wireless communication technology,the burgeoning unmanned aerial vehicle(UAV)assisted vehicular internet of things(UVIoTs)has emerged,where the g...With the ever-expanding applications of vehicles and the development of wireless communication technology,the burgeoning unmanned aerial vehicle(UAV)assisted vehicular internet of things(UVIoTs)has emerged,where the ground vehicles can experience more efficient wireless services by employing UAVs as a temporary mobile base station.However,due to the diversity of UAVs,there exist UAVs such as jammers to degenerate the performance of wireless communication between the normal UAVs and vehicles.To solve above the problem,in this paper,we propose a game based secure data transmission scheme in UVIoTs.Specifically,we exploit the offensive and defensive game to model the interactions between the normal UAVs and jammers.Here,the strategy of the normal UAV is to determine whether to transmit data,while that of the jammer is whether to interfere.We then formulate two optimization problems,i.e.,maximizing the both utilities of UAVs and jammers.Afterwards,we exploit the backward induction method to analyze the proposed countermeasures and finally solve the optimal solution.Lastly,the simulation results show that the proposed scheme can improve the wireless communication performance under the attacks of jammers compared with conventional schemes.展开更多
In recent years,with the continuous advancement of the intelligent process of the Internet of Vehicles(IoV),the problem of privacy leakage in IoV has become increasingly prominent.The research on the privacy protectio...In recent years,with the continuous advancement of the intelligent process of the Internet of Vehicles(IoV),the problem of privacy leakage in IoV has become increasingly prominent.The research on the privacy protection of the IoV has become the focus of the society.This paper analyzes the advantages and disadvantages of the existing location privacy protection system structure and algorithms,proposes a privacy protection system structure based on untrusted data collection server,and designs a vehicle location acquisition algorithm based on a local differential privacy and game model.The algorithm first meshes the road network space.Then,the dynamic game model is introduced into the game user location privacy protection model and the attacker location semantic inference model,thereby minimizing the possibility of exposing the regional semantic privacy of the k-location set while maximizing the availability of the service.On this basis,a statistical method is designed,which satisfies the local differential privacy of k-location sets and obtains unbiased estimation of traffic density in different regions.Finally,this paper verifies the algorithm based on the data set of mobile vehicles in Shanghai.The experimental results show that the algorithm can guarantee the user’s location privacy and location semantic privacy while satisfying the service quality requirements,and provide better privacy protection and service for the users of the IoV.展开更多
With the rapid advancement of Internet of Vehicles(IoV)technology,the demands for real-time navigation,advanced driver-assistance systems(ADAS),vehicle-to-vehicle(V2V)and vehicle-to-infrastructure(V2I)communications,a...With the rapid advancement of Internet of Vehicles(IoV)technology,the demands for real-time navigation,advanced driver-assistance systems(ADAS),vehicle-to-vehicle(V2V)and vehicle-to-infrastructure(V2I)communications,and multimedia entertainment systems have made in-vehicle applications increasingly computingintensive and delay-sensitive.These applications require significant computing resources,which can overwhelm the limited computing capabilities of vehicle terminals despite advancements in computing hardware due to the complexity of tasks,energy consumption,and cost constraints.To address this issue in IoV-based edge computing,particularly in scenarios where available computing resources in vehicles are scarce,a multi-master and multi-slave double-layer game model is proposed,which is based on task offloading and pricing strategies.The establishment of Nash equilibrium of the game is proven,and a distributed artificial bee colonies algorithm is employed to achieve game equilibrium.Our proposed solution addresses these bottlenecks by leveraging a game-theoretic approach for task offloading and resource allocation in mobile edge computing(MEC)-enabled IoV environments.Simulation results demonstrate that the proposed scheme outperforms existing solutions in terms of convergence speed and system utility.Specifically,the total revenue achieved by our scheme surpasses other algorithms by at least 8.98%.展开更多
Internet of Things (IoT) refers to an infrastructure which enables the forms of com- munication and collaboration between people and things, and between things themselves. In order to improve its performance, we pre...Internet of Things (IoT) refers to an infrastructure which enables the forms of com- munication and collaboration between people and things, and between things themselves. In order to improve its performance, we present a tradeoff between bandwidth and energy con- sumption in the loT in this paper. A service providing model is built to find the relation- ship between bandwidth and energy consump- tion using a cooperative differential game mo- del. The game solution is gotten in the condi- tion of grand coalition, feedback Nash equili- brium and intermediate coalitions and an allo- cation policy is obtain by Shapley theory. The results are shown as follows. Firstly, the per- formance of IoT decreases with the increasing of bandwidth cost or with the decreasing of en- ergy cost; secondly, all the nodes in the IoT com- posing a grand coalition can save bandwidth and energy consumption; thirdly, when the fac- tors of bandwidth cost and energy cost are eq- ual, the obtained number of provided services is an optimised value which is the trade-off between energy and bandwidth consumption.展开更多
This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the ...This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the Korean Youth Panel Survey between 2004 and 2008. Internet game use, the levels of aggression, self-esteem, self-control, stress, depression, attachment to parents, parental control, attachment to teachers, and attachment to peers were measured by 5-point Likert scales. The result showed that gender was the most effective factor influencing the initial level of, the rate of changes, an increase or decrease in the rate of changes in Internet game use and levels of aggression. Boys showed higher levels of Internet game use and aggression than girls. Children with higher self-esteem, self-control and lower stress and depression showed lower levels of Internet game use and aggression. The levels of Internet game use at fourth grade was positively correlated with later increase in the levels of aggression. Also, the faster increase in Internet game use caused faster increase in the levels of aggression later. Based on the results, preventive measures such as limiting the opportunities to access Internet games might be worth to decrease the aggressive behaviors among children.展开更多
Malicious attacks against data are unavoidable in the interconnected,open and shared Energy Internet(EI),Intrusion tolerant techniques are critical to the data security of EI.Existing intrusion tolerant techniques suf...Malicious attacks against data are unavoidable in the interconnected,open and shared Energy Internet(EI),Intrusion tolerant techniques are critical to the data security of EI.Existing intrusion tolerant techniques suffered from problems such as low adaptability,policy lag,and difficulty in determining the degree of tolerance.To address these issues,we propose a novel adaptive intrusion tolerance model based on game theory that enjoys two-fold ideas:(1)it constructs an improved replica of the intrusion tolerance model of the dynamic equation evolution game to induce incentive weights;and (2)it combines a tournament competition model with incentive weights to obtain optimal strategies for each stage of the game process.Extensive experiments are conducted in the IEEE 39-bus system,whose results demonstrate the feasibility of the incentive weights,confirm the proposed strategy strengthens the system’s ability to tolerate aggression,and improves the dynamic adaptability and response efficiency of the aggression-tolerant system in the case of limited resources.展开更多
Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high...Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students.展开更多
This paper analyses adverse selection by signalingmodel and imcomplete information static game modelafter the review of Internet trust. The results showthat establishing credit grades system, decreasingcost difference...This paper analyses adverse selection by signalingmodel and imcomplete information static game modelafter the review of Internet trust. The results showthat establishing credit grades system, decreasingcost differences of Internet goods, increasing Internetmerchants participating in marking a price, reducingmerchants’ cost, concentrating purchase can improveInternet trust. The theoretical bias is provided for theresearch of trust in Internet.展开更多
In the past 15 years, there have been more than 40 articles in the medical literature about excessive participation in on-line internet action games by adolescents and young adults. The following case reports provide ...In the past 15 years, there have been more than 40 articles in the medical literature about excessive participation in on-line internet action games by adolescents and young adults. The following case reports provide detailed information on two boys, ages 16 and 20 years respectively, who are compulsive and enthusiastic internet gamers, to the exclusion of family communication, school activities, academic performance, participation in sports and dating. They have not mastered any of the usual goals of adolescent development.展开更多
Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advanc...Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advancement in the Internet of Things,new research directions are paving the way in serious games.However,the internet connectivity of players in Internetof-things-enabled serious games is a matter of concern and has been worth investigating.Different studies on topologies,frameworks,and architecture of communication technologies are conducted to integrate them with serious games on machine and network levels.However,the Internet of things,whose core requirement is the provision of connectivity on the application layer,has different challenges for more dynamic applications such as serious games.The performance of Internet-of-things-enabled serious games depends on the type of infrastructure(wired,wireless)network and Mobile Ad-hoc Network(MANET)and is subtly different from one type of network to another.This paper investigates the connectivity challenges in the Internet-of-thingsenabled serious games using the mentioned infrastructure and identifies the core requirements for these games.It also aims to evaluate various parameters such as reliability,scalability,response time,to name a few,with varying infrastructure and network types.Results highlight the preliminary infrastructure finding and highlight the core setup for which the games are deployed.Moreover,this work will be a steppingstone for architecting the connectivity in serious games in a typical smart space with many infrastructures such as wired networks,wireless networks,and MANET.展开更多
There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD b...There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study.展开更多
With the rapid development of mobile communication technology,the application of internet of vehicles(IoV)services,such as for information services,driving safety,and traffic efficiency,is growing constantly.For busin...With the rapid development of mobile communication technology,the application of internet of vehicles(IoV)services,such as for information services,driving safety,and traffic efficiency,is growing constantly.For businesses with low transmission delay,high data processing capacity and large storage capacity,by deploying edge computing in the IoV,data processing,encryption and decision-making can be completed at the local end,thus providing real-time and highly reliable communication capability.The roadside unit(RSU),as an important part of edge computing in the IoV,fulfils an important data forwarding function and provides an interactive communication channel for vehicles and server providers.Additional computing resources can be configured to accommodate the computing requirements of users.In this study,a virtual traffic defense strategy based on a differential game is proposed to solve the security problem of user-sensitive information leakage when an RSU is attacked.An incentive mechanism encourages service vehicles within the hot range to send virtual traffic to another RSU.By attracting the attention of attackers,it covers the target RSU and protects the system from attack.Simulation results show that the scheme provides the optimal strategy for intelligent vehicles to transmit virtual data,and ensures the maximization of users’interests.展开更多
In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental hea...In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental health cannot be denied,even though only a small portion of the screen-dependent population exhibits psychopathological and behavioral symptoms.The present study aimed to explore a latent profile analysis(LPA)of Internet Gaming Disorder on the mental health of Chinese school students.The data were collected from a sample of 1005 Chinese school students(49.8%male;age M=13.32,SD=1.34 years)using a paper-pencil survey through convenience sampling.LPA explored three latent profiles of internet gamers:regular gamers(62.4%),moderate gamers(28.1%),and probable disordered gamers(9.4%).Results showed that the probable disordered gamers had significantly higher levels of depression,anxiety,emotional and conduct problems,hyperactivity,and peer problem symptoms as well as lower life satisfaction,and pro-social symptoms compared to regular and moderate gamers(p<0.05).This study would be helpful to mental health professionals in designing interventions for gamers who present IGD symptoms.Future longitudinal studies should also be undertaken to assess whether mental health worsens for probable disordered gamers.展开更多
The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as...The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP.展开更多
BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Re...BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Revision,has raised concerns regarding its effects on individuals’social well-being.AIM To analyze the association between internet gaming disorder and social interaction across Western and Asian populations.METHODS The review examined 14 observational studies published between 2000 and 2025.It assessed the frequency and quality of face-to-face interactions,the shift towards online socialization,and the methodological quality of the included studies.RESULTS The findings generally indicate that gaming addiction is associated with a decrease in the frequency of offline social interaction.Addicted gamers reported spending less time with family and friends and experiencing increased isolation.Furthermore,the quality of social relationships appeared poorer,with addicted gamers reporting higher levels of loneliness,lower social support,and decreased relationship satisfaction.While online social interactions increased,they did not fully compensate for the loss of real-world connections.CONCLUSION This review highlights the potential of gaming addiction to negatively impact overall social lives,emphasizing the necessity for interventions focused on promoting real-world social engagement.展开更多
Background:Resilience is crucial for medical college students to thrive in the highly stressful environment of medical education.However,the prevalence of problematic internet use(PIU)in this population may negatively...Background:Resilience is crucial for medical college students to thrive in the highly stressful environment of medical education.However,the prevalence of problematic internet use(PIU)in this population may negatively impact their resilience.This study investigated the influence of problematic online gaming(PG)and problematic social media use(PSMU)on the resilience of medical college students in China.Methods:A sample of 5075 first-year medical college students from four Chinese universities was studied.PG served as the independent variable,resilience as the dependent variable,fatigue as the mediator,and PSMU as the moderator.Structural equation modeling was conducted using LISREL 8.80.Additionally,a moderated mediation model was evaluated using the jAMM module in jamovi 2.6.13.Results:The study’s findings revealed significant negative correlations between resilience and the variables of PG,PSMU,and fatigue.Fatigue mediated the relationship between PG and resilience(B=−0.04,95%CI=[−0.05,−0.03]).PSMU moderated the direct relationship between PG and resilience with the interaction term PG×PSMU significant(B=−0.004,t=−6.501,p<0.001)and the first stage(PG→fatigue)of the mediation with PG×PSMU significant(B=0.055,t=8.351,p<0.001).The detrimental effects of PG on resilience were more pronounced among individuals with lower levels of PSMU.Conclusion:This study concluded that addressing PIU,particularly PG,is essential for fostering resilience in medical college students.While PSMU itself is maladaptive,the underlying social media engagement may serve a protective role through social support in mitigating the adverse effects of PG on resilience.展开更多
The Industrial Internet of Things(IIoT)is increasingly vulnerable to sophisticated cyber threats,particularly zero-day attacks that exploit unknown vulnerabilities and evade traditional security measures.To address th...The Industrial Internet of Things(IIoT)is increasingly vulnerable to sophisticated cyber threats,particularly zero-day attacks that exploit unknown vulnerabilities and evade traditional security measures.To address this critical challenge,this paper proposes a dynamic defense framework named Zero-day-aware Stackelberg Game-based Multi-Agent Distributed Deep Deterministic Policy Gradient(ZSG-MAD3PG).The framework integrates Stackelberg game modeling with the Multi-Agent Distributed Deep Deterministic Policy Gradient(MAD3PG)algorithm and incorporates defensive deception(DD)strategies to achieve adaptive and efficient protection.While conventional methods typically incur considerable resource overhead and exhibit higher latency due to static or rigid defensive mechanisms,the proposed ZSG-MAD3PG framework mitigates these limitations through multi-stage game modeling and adaptive learning,enabling more efficient resource utilization and faster response times.The Stackelberg-based architecture allows defenders to dynamically optimize packet sampling strategies,while attackers adjust their tactics to reach rapid equilibrium.Furthermore,dynamic deception techniques reduce the time required for the concealment of attacks and the overall system burden.A lightweight behavioral fingerprinting detection mechanism further enhances real-time zero-day attack identification within industrial device clusters.ZSG-MAD3PG demonstrates higher true positive rates(TPR)and lower false alarm rates(FAR)compared to existing methods,while also achieving improved latency,resource efficiency,and stealth adaptability in IIoT zero-day defense scenarios.展开更多
基金Supported by Basic Science Research Program through the National Research Foundation of Korea(NRF)Funded by the Ministry of Education,No.NRF-RS-2023-00237287.
文摘BACKGROUND Internet gaming disorder(IGD)is a growing concern among adolescents and adults,necessitating effective treatment strategies beyond pharmacological interventions.AIM To evaluated the effectiveness of non-invasive interventions for treating IGD among adolescents and adults.METHODS A total of 11 randomized controlled trials published between 2020 and 2025 were included in this meta-analysis,encompassing 1208 participants from diverse geographic and cultural contexts.The interventions examined included cognitive behavioral therapy(CBT),internet-based CBT,neurofeedback,virtual reality therapy,abstinence-based programs,and school-based prevention.The primary outcomes assessed were reductions in gaming time and IGD severity.Secondary outcomes included improvements in mood,anxiety,and psychosocial functioning(e.g.,stronger peer relationships,better academic or work performance,and healthier daily-life role fulfillment).RESULTS The pooled standardized mean difference for IGD symptom reduction significantly favored non-invasive interventions(Hedges’g=0.56,95%CI:0.38-0.74,P<0.001),with moderate heterogeneity observed(I2=47%).Subgroup analyses indicated that CBT-based programs,both in-person and online,yielded the strongest effects,particularly when caregiver involvement or self-monitoring was incorporated.Funnel plot asymmetry was minimal,suggesting a low risk of publication bias.CONCLUSION These findings support the efficacy of scalable,low-risk non-invasive interventions as first-line treatment options for IGD,particularly in youth populations.Future studies should prioritize investigating long-term outcomes,comparing the effectiveness of different non-invasive modalities,and developing culturally adaptive delivery methods.
基金This work is supported in part by NSFC(nos.U1808207,U20A20175)the Project of Shanghai Municipal Science and Technology Commission(18510761000).
文摘With the ever-expanding applications of vehicles and the development of wireless communication technology,the burgeoning unmanned aerial vehicle(UAV)assisted vehicular internet of things(UVIoTs)has emerged,where the ground vehicles can experience more efficient wireless services by employing UAVs as a temporary mobile base station.However,due to the diversity of UAVs,there exist UAVs such as jammers to degenerate the performance of wireless communication between the normal UAVs and vehicles.To solve above the problem,in this paper,we propose a game based secure data transmission scheme in UVIoTs.Specifically,we exploit the offensive and defensive game to model the interactions between the normal UAVs and jammers.Here,the strategy of the normal UAV is to determine whether to transmit data,while that of the jammer is whether to interfere.We then formulate two optimization problems,i.e.,maximizing the both utilities of UAVs and jammers.Afterwards,we exploit the backward induction method to analyze the proposed countermeasures and finally solve the optimal solution.Lastly,the simulation results show that the proposed scheme can improve the wireless communication performance under the attacks of jammers compared with conventional schemes.
基金This work is supported by Major Scientific and Technological Special Project of Guizhou Province(20183001)Research on the education mode for complicate skill students in new media with cross specialty integration(22150117092)+2 种基金Open Foundation of Guizhou Provincial Key Laboratory of Public Big Data(2018BDKFJJ014)Open Foundation of Guizhou Provincial Key Laboratory of Public Big Data(2018BDKFJJ019)Open Foundation of Guizhou Provincial Key Laboratory of Public Big Data(2018BDKFJJ022).
文摘In recent years,with the continuous advancement of the intelligent process of the Internet of Vehicles(IoV),the problem of privacy leakage in IoV has become increasingly prominent.The research on the privacy protection of the IoV has become the focus of the society.This paper analyzes the advantages and disadvantages of the existing location privacy protection system structure and algorithms,proposes a privacy protection system structure based on untrusted data collection server,and designs a vehicle location acquisition algorithm based on a local differential privacy and game model.The algorithm first meshes the road network space.Then,the dynamic game model is introduced into the game user location privacy protection model and the attacker location semantic inference model,thereby minimizing the possibility of exposing the regional semantic privacy of the k-location set while maximizing the availability of the service.On this basis,a statistical method is designed,which satisfies the local differential privacy of k-location sets and obtains unbiased estimation of traffic density in different regions.Finally,this paper verifies the algorithm based on the data set of mobile vehicles in Shanghai.The experimental results show that the algorithm can guarantee the user’s location privacy and location semantic privacy while satisfying the service quality requirements,and provide better privacy protection and service for the users of the IoV.
基金supported by the Central University Basic Research Business Fee Fund Project(J2023-027)China Postdoctoral Science Foundation(No.2022M722248).
文摘With the rapid advancement of Internet of Vehicles(IoV)technology,the demands for real-time navigation,advanced driver-assistance systems(ADAS),vehicle-to-vehicle(V2V)and vehicle-to-infrastructure(V2I)communications,and multimedia entertainment systems have made in-vehicle applications increasingly computingintensive and delay-sensitive.These applications require significant computing resources,which can overwhelm the limited computing capabilities of vehicle terminals despite advancements in computing hardware due to the complexity of tasks,energy consumption,and cost constraints.To address this issue in IoV-based edge computing,particularly in scenarios where available computing resources in vehicles are scarce,a multi-master and multi-slave double-layer game model is proposed,which is based on task offloading and pricing strategies.The establishment of Nash equilibrium of the game is proven,and a distributed artificial bee colonies algorithm is employed to achieve game equilibrium.Our proposed solution addresses these bottlenecks by leveraging a game-theoretic approach for task offloading and resource allocation in mobile edge computing(MEC)-enabled IoV environments.Simulation results demonstrate that the proposed scheme outperforms existing solutions in terms of convergence speed and system utility.Specifically,the total revenue achieved by our scheme surpasses other algorithms by at least 8.98%.
基金ACKNOWLEDGEMENT We gratefully acknowledge anonymous revie- wers who read drafts and made many helpful suggestions. This work was supported by the National Natural Science Foundation of China under Grant No. 61202079 the China Post- doctoral Science Foundation under Grant No. 2013M530526+2 种基金 the Foundation of Beijing En- gineering the Fundamental Research Funds for the Central Universities under Grant No. FRF-TP-13-015A and the Technology Centre for Convergence Networks and Ubiquitous Services.
文摘Internet of Things (IoT) refers to an infrastructure which enables the forms of com- munication and collaboration between people and things, and between things themselves. In order to improve its performance, we present a tradeoff between bandwidth and energy con- sumption in the loT in this paper. A service providing model is built to find the relation- ship between bandwidth and energy consump- tion using a cooperative differential game mo- del. The game solution is gotten in the condi- tion of grand coalition, feedback Nash equili- brium and intermediate coalitions and an allo- cation policy is obtain by Shapley theory. The results are shown as follows. Firstly, the per- formance of IoT decreases with the increasing of bandwidth cost or with the decreasing of en- ergy cost; secondly, all the nodes in the IoT com- posing a grand coalition can save bandwidth and energy consumption; thirdly, when the fac- tors of bandwidth cost and energy cost are eq- ual, the obtained number of provided services is an optimised value which is the trade-off between energy and bandwidth consumption.
文摘This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the Korean Youth Panel Survey between 2004 and 2008. Internet game use, the levels of aggression, self-esteem, self-control, stress, depression, attachment to parents, parental control, attachment to teachers, and attachment to peers were measured by 5-point Likert scales. The result showed that gender was the most effective factor influencing the initial level of, the rate of changes, an increase or decrease in the rate of changes in Internet game use and levels of aggression. Boys showed higher levels of Internet game use and aggression than girls. Children with higher self-esteem, self-control and lower stress and depression showed lower levels of Internet game use and aggression. The levels of Internet game use at fourth grade was positively correlated with later increase in the levels of aggression. Also, the faster increase in Internet game use caused faster increase in the levels of aggression later. Based on the results, preventive measures such as limiting the opportunities to access Internet games might be worth to decrease the aggressive behaviors among children.
基金supported by the National Natural Science Foundation of China(Nos.51977113,62293500,62293501 and 62293505).
文摘Malicious attacks against data are unavoidable in the interconnected,open and shared Energy Internet(EI),Intrusion tolerant techniques are critical to the data security of EI.Existing intrusion tolerant techniques suffered from problems such as low adaptability,policy lag,and difficulty in determining the degree of tolerance.To address these issues,we propose a novel adaptive intrusion tolerance model based on game theory that enjoys two-fold ideas:(1)it constructs an improved replica of the intrusion tolerance model of the dynamic equation evolution game to induce incentive weights;and (2)it combines a tournament competition model with incentive weights to obtain optimal strategies for each stage of the game process.Extensive experiments are conducted in the IEEE 39-bus system,whose results demonstrate the feasibility of the incentive weights,confirm the proposed strategy strengthens the system’s ability to tolerate aggression,and improves the dynamic adaptability and response efficiency of the aggression-tolerant system in the case of limited resources.
基金supported by the National Social Science Foundation of China(20BSH131).
文摘Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students.
文摘This paper analyses adverse selection by signalingmodel and imcomplete information static game modelafter the review of Internet trust. The results showthat establishing credit grades system, decreasingcost differences of Internet goods, increasing Internetmerchants participating in marking a price, reducingmerchants’ cost, concentrating purchase can improveInternet trust. The theoretical bias is provided for theresearch of trust in Internet.
文摘In the past 15 years, there have been more than 40 articles in the medical literature about excessive participation in on-line internet action games by adolescents and young adults. The following case reports provide detailed information on two boys, ages 16 and 20 years respectively, who are compulsive and enthusiastic internet gamers, to the exclusion of family communication, school activities, academic performance, participation in sports and dating. They have not mastered any of the usual goals of adolescent development.
基金This research is supported by the Ministry of Culture,Sports and Tourism and Korea Creative Content Agency(Project Number:R2020040243)by the National Research Foundation of Korea(NRF)Grant funded by the Korean government under Grant NRF-2021R1I1A1A01045177.
文摘Serious games have recently enticed many researchers due to their wide range of capabilities.A serious game is a mean of gaming for a serious job such as healthcare,education,and entertainment purposes.With the advancement in the Internet of Things,new research directions are paving the way in serious games.However,the internet connectivity of players in Internetof-things-enabled serious games is a matter of concern and has been worth investigating.Different studies on topologies,frameworks,and architecture of communication technologies are conducted to integrate them with serious games on machine and network levels.However,the Internet of things,whose core requirement is the provision of connectivity on the application layer,has different challenges for more dynamic applications such as serious games.The performance of Internet-of-things-enabled serious games depends on the type of infrastructure(wired,wireless)network and Mobile Ad-hoc Network(MANET)and is subtly different from one type of network to another.This paper investigates the connectivity challenges in the Internet-of-thingsenabled serious games using the mentioned infrastructure and identifies the core requirements for these games.It also aims to evaluate various parameters such as reliability,scalability,response time,to name a few,with varying infrastructure and network types.Results highlight the preliminary infrastructure finding and highlight the core setup for which the games are deployed.Moreover,this work will be a steppingstone for architecting the connectivity in serious games in a typical smart space with many infrastructures such as wired networks,wireless networks,and MANET.
文摘There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study.
基金supported by Guangxi Vocational Education Teaching Reform Research Project(GXGZJG2020B149),J.G.(Juan Guo).
文摘With the rapid development of mobile communication technology,the application of internet of vehicles(IoV)services,such as for information services,driving safety,and traffic efficiency,is growing constantly.For businesses with low transmission delay,high data processing capacity and large storage capacity,by deploying edge computing in the IoV,data processing,encryption and decision-making can be completed at the local end,thus providing real-time and highly reliable communication capability.The roadside unit(RSU),as an important part of edge computing in the IoV,fulfils an important data forwarding function and provides an interactive communication channel for vehicles and server providers.Additional computing resources can be configured to accommodate the computing requirements of users.In this study,a virtual traffic defense strategy based on a differential game is proposed to solve the security problem of user-sensitive information leakage when an RSU is attacked.An incentive mechanism encourages service vehicles within the hot range to send virtual traffic to another RSU.By attracting the attention of attackers,it covers the target RSU and protects the system from attack.Simulation results show that the scheme provides the optimal strategy for intelligent vehicles to transmit virtual data,and ensures the maximization of users’interests.
基金supported by the Postdoctoral Research Fund of School of Psychology,Zhejiang Normal University(No.ZC304022990).
文摘In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental health cannot be denied,even though only a small portion of the screen-dependent population exhibits psychopathological and behavioral symptoms.The present study aimed to explore a latent profile analysis(LPA)of Internet Gaming Disorder on the mental health of Chinese school students.The data were collected from a sample of 1005 Chinese school students(49.8%male;age M=13.32,SD=1.34 years)using a paper-pencil survey through convenience sampling.LPA explored three latent profiles of internet gamers:regular gamers(62.4%),moderate gamers(28.1%),and probable disordered gamers(9.4%).Results showed that the probable disordered gamers had significantly higher levels of depression,anxiety,emotional and conduct problems,hyperactivity,and peer problem symptoms as well as lower life satisfaction,and pro-social symptoms compared to regular and moderate gamers(p<0.05).This study would be helpful to mental health professionals in designing interventions for gamers who present IGD symptoms.Future longitudinal studies should also be undertaken to assess whether mental health worsens for probable disordered gamers.
基金This article is funded by“Research on the realization of‘Realism-directed Transformation’in fictional Internet literature”of Sichuan Internet Literature Development Center(w222379).
文摘The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP.
基金Supported by the Basic Science Research Program through the National Research Foundation of Korea Funded by the Ministry of Education,No.NRF-RS-2023-00237287。
文摘BACKGROUND Excessive video game use,recognized as internet gaming disorder in Diagnostic and Statistical Manual of Mental Disorders,Fifth Edition and Gaming Disorder in International Classification of Diseases,11th Revision,has raised concerns regarding its effects on individuals’social well-being.AIM To analyze the association between internet gaming disorder and social interaction across Western and Asian populations.METHODS The review examined 14 observational studies published between 2000 and 2025.It assessed the frequency and quality of face-to-face interactions,the shift towards online socialization,and the methodological quality of the included studies.RESULTS The findings generally indicate that gaming addiction is associated with a decrease in the frequency of offline social interaction.Addicted gamers reported spending less time with family and friends and experiencing increased isolation.Furthermore,the quality of social relationships appeared poorer,with addicted gamers reporting higher levels of loneliness,lower social support,and decreased relationship satisfaction.While online social interactions increased,they did not fully compensate for the loss of real-world connections.CONCLUSION This review highlights the potential of gaming addiction to negatively impact overall social lives,emphasizing the necessity for interventions focused on promoting real-world social engagement.
基金supported by General Education Project of the National Social Science Foundation in 2020:“Multi-Dimensional Reconstruction of Peer Review Mechanisms in the Evaluation of Scientific and Technological Talents in Universities(BIA200167).”。
文摘Background:Resilience is crucial for medical college students to thrive in the highly stressful environment of medical education.However,the prevalence of problematic internet use(PIU)in this population may negatively impact their resilience.This study investigated the influence of problematic online gaming(PG)and problematic social media use(PSMU)on the resilience of medical college students in China.Methods:A sample of 5075 first-year medical college students from four Chinese universities was studied.PG served as the independent variable,resilience as the dependent variable,fatigue as the mediator,and PSMU as the moderator.Structural equation modeling was conducted using LISREL 8.80.Additionally,a moderated mediation model was evaluated using the jAMM module in jamovi 2.6.13.Results:The study’s findings revealed significant negative correlations between resilience and the variables of PG,PSMU,and fatigue.Fatigue mediated the relationship between PG and resilience(B=−0.04,95%CI=[−0.05,−0.03]).PSMU moderated the direct relationship between PG and resilience with the interaction term PG×PSMU significant(B=−0.004,t=−6.501,p<0.001)and the first stage(PG→fatigue)of the mediation with PG×PSMU significant(B=0.055,t=8.351,p<0.001).The detrimental effects of PG on resilience were more pronounced among individuals with lower levels of PSMU.Conclusion:This study concluded that addressing PIU,particularly PG,is essential for fostering resilience in medical college students.While PSMU itself is maladaptive,the underlying social media engagement may serve a protective role through social support in mitigating the adverse effects of PG on resilience.
基金funded in part by the Humanities and Social Sciences Planning Foundation of Ministry of Education of China under Grant No.24YJAZH123National Undergraduate Innovation and Entrepreneurship Training Program of China under Grant No.202510347069the Huzhou Science and Technology Planning Foundation under Grant No.2023GZ04.
文摘The Industrial Internet of Things(IIoT)is increasingly vulnerable to sophisticated cyber threats,particularly zero-day attacks that exploit unknown vulnerabilities and evade traditional security measures.To address this critical challenge,this paper proposes a dynamic defense framework named Zero-day-aware Stackelberg Game-based Multi-Agent Distributed Deep Deterministic Policy Gradient(ZSG-MAD3PG).The framework integrates Stackelberg game modeling with the Multi-Agent Distributed Deep Deterministic Policy Gradient(MAD3PG)algorithm and incorporates defensive deception(DD)strategies to achieve adaptive and efficient protection.While conventional methods typically incur considerable resource overhead and exhibit higher latency due to static or rigid defensive mechanisms,the proposed ZSG-MAD3PG framework mitigates these limitations through multi-stage game modeling and adaptive learning,enabling more efficient resource utilization and faster response times.The Stackelberg-based architecture allows defenders to dynamically optimize packet sampling strategies,while attackers adjust their tactics to reach rapid equilibrium.Furthermore,dynamic deception techniques reduce the time required for the concealment of attacks and the overall system burden.A lightweight behavioral fingerprinting detection mechanism further enhances real-time zero-day attack identification within industrial device clusters.ZSG-MAD3PG demonstrates higher true positive rates(TPR)and lower false alarm rates(FAR)compared to existing methods,while also achieving improved latency,resource efficiency,and stealth adaptability in IIoT zero-day defense scenarios.