Hedonic (happiness) and eudaimonic (meaning in life) well-being are negatively related to depressive symptoms. Genetic variants play a role in this association, reflected in substantial genetic correlations. We investigated the overlap and differences between well-being and depressive symptoms, using results of Genome-Wide Association studies (GWAS) in UK Biobank. Subtracting GWAS summary statistics of depressive symptoms from those of happiness and meaning in life, we obtained GWASs of respectively “pure” happiness (neffective = 216,497) and “pure” meaning (neffective = 102,300). For both, we identified one genome-wide significant SNP (rs1078141 and rs79520962, respectively). After subtraction, SNP heritability reduced from 6.3% to 3.3% for pure happiness and from 6.2% to 4.2% for pure meaning. The genetic correlation between the well-being measures reduced from 0.78 to 0.65. Pure happiness and pure meaning became genetically unrelated to traits strongly associated with depressive symptoms, including loneliness, and psychiatric disorders. For other traits, including ADHD, educational attainment, and smoking, the genetic correlations of well-being versus pure well-being changed substantially. GWAS-by-subtraction allowed us to investigate the genetic variance of well-being unrelated to depressive symptoms. Genetic correlations with different traits led to new insights about this unique part of well-being. Our results can be used as a starting point to test causal relationships with other variables, and design future well-being interventions.
MULTIFILE
New online stores and digital distribution methods have led to the development of alternative monetization models for video-games, such as free-to-play games with advertisements. Although there are many games using such models, until now the effect on the player experience from such interruptions has not been studied. In this controlled experiment, we requested that participants (N=236) play one of three different versions of a platformer game with: 1) no interruptions, 2) 30-second video advertisements, and 3) a multiple-choice questionnaire. We then evaluated the effects on the player experience. The study shows differences in their experiences, namely in: competence, immersion, annoyance, affects, and the reliability of the questionnaire answers. The contribution of this work is to identify which player experience variables are affected by interruptions, which can be valuable for selecting the business model and guiding the game design process.
LINK
Stakeholders must purposely reflect on the suitability of process models for designing tourism experience systems. Specific characteristics of these models relate to developing tourism experience systems as integral parts of wider socio-technical systems. Choices made in crafting such models need to address three reflexivity mechanisms: problem, stakeholder and method definition. We systematically evaluate application of these mechanisms in a living lab experiment, by developing evaluation episodes using the framework for evaluation in design science research. We outline (i) the development of these evaluation episodes and (ii) how executing them influenced the process and outcomes of co-crafting the process model. We highlight both the benefits of and an approach to incorporate reflexivity in developing process models for designing tourism experience systems.
MULTIFILE
About half of the e-waste generated in The Netherlands is properly documented and collected (184kT in 2018). The amount of PCBs in this waste is projected to be about 7kT in 2018 with a growth rate of 3-4%. Studies indicate that a third of the weight of a PCB is made or recoverable and critical metals which we need as resources for the various societal challenges facing us in the future. Recycling a waste PCB today means first shredding it and then processing it for material recovery mostly via non-selective pyrometallurgical methods. Sorting the PCBs in quality grades (wastebins) before shredding would however lead to more flexibility in selecting when and which recovery metallurgy is to be used. The yield and diversity of the recovered metals increases as a result, especially when high-grade recycling techniques are used. Unfortunately, the sorting of waste PCBs is not easily automated as an experienced operator eye is needed to classify the very inhomogeneous waste-PCB stream in wastebins. In this project, a knowledge institution partners with an e-waste processor, a high-grade recycling technology startup and a developer of waste sorting systems to investigate the efficiency of methods for sensory sorting of waste PCBs. The knowledge gained in this project will lead towards a waste PCB sorting demonstrator as a follow-up project.