The rapid advancement of digital games has not only brought entertainment to consumers but also triggered gamers’ motivation to play. This study attempts to examine the structure of “attribute–consequence–value” chains of digital games based on the theoretical framework of means-end chains (MECs) and soft laddering interview technique. Results of the study reveal that players pay attention to game attributes including connection system, popular, graphic design, and diverse game genres. From these attributes, players expect consequences such as improve interactivity, cultivate logic and reflex, gain authentic experience, enhance pleasure of senses, and utilize imagination in pursuit of terminal values such as fun and enjoyment of life, sense of accomplishment, warm relationship with others and excitement. The study also covers the differences in the chains for different platforms of digital games and players of different gender. The results showed that different groups have different needs.
To identify major active constituents and measure their levels in a typical medicinal herb–Rhizoma coptidis, we applied the concept of removing and adding, taking inspiration from functional genetic methods. As this herb has bacteriostatic properties and is used to treat bacterial diarrhea, we examined the effects of individual constituents (berberine, palmatine, coptisine, epiberberine, jateorrhizine and columbamine) on the growth of Shigella dysenteriae with microcalorimetry. The removing and adding procedures revealed that berberine and coptisine were the main antibacterial constituents of R. coptidis, with bacteriostatic activities of 54.10% and 39.75%, respectively. The relative levels of berberine and coptisine in R. coptidis were 8.08%–31.92% and 4.05%–14.45%, respectively. On the basis of whole effect, the method of constituents removing and adding, coupled with a bioassay, is a useful strategy to identify the active constituents and measure their levels in herbal medicines, which may provide reference to other natural products.
Digital Game-Based Learning (DGBL) not only offers ideal learning results but also encourages students to be proactive in their learning. In this research, DGBL and Means-end Chains have been chosen as the theoretical basis for the study. The study took a look at the discrepancies in value between students of different majors and competition participation experiences. Business and Management major students felt that <em>Virtual chips</em> could <em>Reduce pressure and accountability</em> and in addition to allowing them to gradually <em>Accumulate investment experience</em> and <em>Reduce the error rate</em>, it would give them more opportunities to <em>Practice for financial planning</em>. In contrast, students who major in Finance emphasized the consequences of <em>Practice for financial planning </em>from the attribute of <em>Diverse investment tools </em>for virtual trading and <em>Enhanced team learning </em>through <em>Team work</em>. With regards to competition experience, students with competition experience preferred to achieve the learning consequences of <em>Increased practical experience</em> and <em>Accumulated investment experience </em>through the <em>Digital learning function</em> and <em>Virtual platform</em> and they achieved the terminal value of <em>Sense of security</em> through <em>Reducing the error rate</em>. For students with no prior competition experience, they expected to gain opportunities for <em>Practice for financial planning</em> through virtual trading games with <em>Diverse investment tools </em>in order to pursue the terminal values of <em>Sense of achievement</em> and <em>Fun and enjoyment of life</em>.
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