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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Scientific Hangman: Gamifying Scientific Evidence for General Public</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Waqas Moazzam</string-name>
          <email>waqasmb@ifi.uio.no</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Riegler, Sagar Sen</string-name>
          <email>michael, sagar@simula.no</email>
          <email>sagar@simula.no</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mari Nygård</string-name>
          <email>mari.nygard@kreftregisteret.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>In: F. Hopfgartner, G. Kazai, U. Kruschwitz, and M. Meder (eds.):</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Cancer Registry of Norway</institution>
          ,
          <addr-line>Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Informatics, University of Oslo</institution>
          ,
          <addr-line>Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Proceedings of the GamifIR'15 Workshop</institution>
          ,
          <addr-line>Vienna, Austria, 29-March2015, published at http://ceur-ws.org</addr-line>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Simula Research Laboratory</institution>
          ,
          <addr-line>Lysaker</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Governmental and private funding for research in many fields has resulted in a significant body of scientific evidence. Scientific evidence or content is made available in the form of thousands of articles communicated via digital libraries. This evidence is principally used by researchers, students and on occasions for societal impact such as commercial exploitation and popular science communication. How can we gamify communicating a large amount of scientific evidence to the general public? This is the question that intrigues us. We present the game of Scientific Hangman, based on the traditional game of hangman, to communicate scientific research in a fun manner. The puzzles in our game are based on automatic summarization of scientific article abstracts. Players play the game in an attempt to guess a word given a clue such as a paper abstract. Our first prototype, was evaluated on a focus group at the Cancer Registry of Norway by communicating information from invitation letters in cervical cancer screening. We also evaluated a second prototype of the game to have feedback on design improvements resulted from the first prototype.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Scientific research's output has sky rocketed in recent
times. This can be seen by the huge amount of Google
scholar articles which reached 160 million last year
[Orduña-Malea'14] . The European Union bases its
policy making based on evidence from scientific
research. For instance, the European Research Council
(ERC), via the Horizon 2020 program, is financing
projects worth almost €80 billion over the next 7 years
(2014-2020).</p>
      <p>The purpose of such a program is to create ground for
scientific research, to tackle societal challenges and to
Copyright © 2015 for the individual paper by the paper’s authors.
Copying permitted for private and academic purposes. This volume is
published and copyrighted by its editors.
help scientific ideas fly to market1. Clearly, with this
kind of funding in research and innovation since past
many years, a significant amount of scientific evidence
is being produced in the form of publications. This
prompts the question, how can the society be educated
about the content of these publications to give them a
sense of awareness and advancement of our current
understanding of the world? This will hopefully help
them make better and evidence-driven choices.
Answering this question is not easy because
communication of scientific evidence to general public
faces a number of hurdles. For instance, the
highspecificity of research articles and them being
addressed to a relatively small community of
researchers makes scientific research increasingly hard
to communicate even among researchers2. A
contrasting example is that of multimedia content such
as music or videos that is consumed relatively easily by
people via services such as Spotify and YouTube.
Further, today science is affecting almost every part of
our lives in a more or less unconscious way. It is very
easy for a young boy/girl to use, e.g., an iPad but not
knowing about the scientific achievements behind it
that led to its construction. There can be huge gaps in
our knowledge with black-box services that shield us
from complexity. Our objective is to make an attempt
in communicating scientific evidence to keep people up
to date and curious about the scientific content
produced at a high velocity which has been recognized
as a vital need [Orduña-Malea'14] . If not for all
scientific evidence, we believe that even a subset can
be successfully communicated to a large audience in
our informed society. We look at the domain of public
health.</p>
      <sec id="sec-1-1">
        <title>1.1. Background</title>
        <p>We aim to use gamification to communicate scientific
evidence. The idea of gamification is not very old, in
2008 it was documented for the first time and was
wellknown from the second half of 2010 [Deterding'11] . It
is about using game play elements and mechanics
outside the scope of games [Raymer'11] . Gamification
1http://ec.europa.eu/programmes/horizon2020/en
2
http://ec.europa.eu/research/sciencesociety/pdf/communicating-science_en.pdf
have been useful to accomplish tasks from domains
such as human computer interaction (HCI) for example
image ranking upon their relevance [Lux'14] ,
elearning [Raymer'11] or education because it has the
potential to be helpful in engaging and motivating users
towards learning activities [Borges'14] but also for
increasing the productivity [Meder'14] . We use mobile
platforms for this as mobile technology is also
available in very remote areas. It has become
ubiquitous. For instance, mobile health (mHealth) field
has emerged largely in developing countries and has
resulted in raising the quality and capacity of health
systems [Barricelli'14] .</p>
        <p>In this paper, we present, Scientific Hangman (SH), a
mobile game based on the traditional game of
Hangman where a player needs to guess a word by
choosing letters. A mistake leads to the gradual
appearance of a man hanging in the gallows. The
player has a finite number of options before the man is
hung and s/he loses the game. SH gamifies information
and knowledge presented in publications in the
framework of Hangman. We create game content such
as puzzles from abstracts of publications via a web
service and auto summarization of text [Nenkova'12]
such as shown in section 2.1. Players are asked to
answer these puzzles with the help of a clue. A clue is
the abstract of a scientific article or a summary from an
author. This can be perceived as cryptic by the reader
but it has a different flavor when presented as a game.
People will most probably like to decode an abstract to
solve a puzzle in the spirit of Da Vinci Code.
We developed two prototypes. The first prototype was
developed in cooperation with the Cancer Registry of
Norway. The puzzles for this prototype were extracted
from information letters, containing information about
cervical cancer risk, to invite/remind women to come
for cervical cancer screening. The idea was to use the
game of SH to verify if women in a focus group truly
understood the contents of the letter. We gathered
feedback through an interview-based evaluation in a
focus group. After considering the result of the
experiment on the first prototype we concluded that the
game needed improvements in terms of design and user
experience (UX). To realize those improvements we
developed a second prototype with similar features and
purpose as of the first prototype but with sophisticated
artwork and design decisions. Tests with a different test
group showed us that the second prototype was
received as more appealing than the first one.
The rest of the paper is organized as follows. Section 2
presents the concept from the frontend and backend
perspectives of SH. Section 3 gives the details about
SH prototype with the focus on design and user
experience. Section 4 discusses gamification elements
within the application, and Section 5 evaluates this
paper with the results. We conclude in Section 6.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Concept</title>
      <p>The main idea for the application is to use the
traditional game of hangman to communicate scientific
evidence. Hangman is a game which people of all ages
are familiar with and is easy to understand and
enjoyable with no sophisticated mechanics. We use
Hangman in combination with the content from the
research articles available online, e.g., on ACM,
Pubmed and IEEE, etc. The user’s goal is to find the
right answer to the puzzle question in order to solve the
puzzle. The user gets a clue from the research article
which is the abstract and a link to the full article for the
details.
2.1.</p>
      <sec id="sec-2-1">
        <title>Content Generation</title>
        <p>We generated content in two different ways. (i) by
applying techniques to summarize the abstract of a
publication by highlighting the important and
meaningful phrases in it. (ii) by providing a web-based
user interface for authors of the publications who are
interested in putting their work to an extended use of
learning to upload some simplified version of the
publication. For the auto summarization we use an
already existing and well working tool.
2.1.1.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Auto Summarization Tools</title>
        <p>To choose a well working tool we performed auto
summarization on an abstract [Kamangar'06] using a
tool with API support if tight integration is needed. We
used default settings such as threshold (higher the
threshold value shorter the output;default 70), minimum
sentence length (integer value;default 50), minimum
word length (default 4) and so on but we enabled show
best words option with a limit of 15. The extract of the
abstract used is as following:
" Efforts to reduce global cancer disparities begin with
an understanding of geographic patterns in cancer
incidence, mortality, and prevalence. Using the
GLOBOCAN (2002) and Cancer Incidence in Five
Continents databases, we describe overall cancer
incidence, mortality, and prevalence, age-adjusted
temporal trends, and age-specific incidence patterns in
selected geographic regions of the world. For the eight
most common malignancies-cancers of lung, breast,
colon and rectum, stomach, prostate, liver, cervix, and
esophagus-the most important risk factors, cancer
prevention and control measures are briefly reviewed.
In 2002, an estimated 11 million new cancer cases and
7 million cancer deaths were reported worldwide;
nearly 25 million persons were living with cancer.
Among the eight most common cancers, global
disparities in cancer incidence, mortality, and
prevalence are evident, likely due to complex
interactions of nonmodifiable (ie, genetic susceptibility
and aging) and modifiable risk factors (ie, tobacco,
infectious agents, diet, and physical activity). Indeed,
when risk factors among populations are intertwined
with differences in individual behaviors, cultural
beliefs and practices, socioeconomic conditions, and
health care systems, global cancer disparities are
inevitable. For the eight most common cancers,
priorities for reducing cancer disparities are
discussed."
The result of a good performing tool3 can be seen in
figure 1.
This summarization tool outputs a list of frequently
used words along with a short text from the abstract.
The words might be common such as incidence, eight,
common, million and not very technical. However,
when the words fit in as answers to the puzzle it gives a
richer and more complete context. For example, in the
above summary eight is a common word but when
combined with the whole sentence it gives the
information that the global differences in the cancer</p>
        <sec id="sec-2-2-1">
          <title>3 https://www.tools4noobs.com/summarize/</title>
          <p>occurrence along with mortality and prevalence is
obvious for the eight most common cancers.</p>
          <p>Auto summarization facilitates creating a puzzle by
suggesting best words from the abstract or any text
provided to the auto summarization tool. A selected
best word can serve as an answer to the puzzle. It can
also help find a sentence from the abstract to be used as
puzzle insight, mentioned in the following subsection.
Jon McLoone in his Wolfram blog post
25-besthangman-words4 explains how he ran simulations of
hangman game, that he built, to test words to filter out
the best ones; hard to guess by the computer. Authors
can chose words as puzzle answers that are shorter or
have more letter repetition, as the higher frequency of
repeating letters makes the longer word have different
letters such as words with shorter length.</p>
        </sec>
      </sec>
      <sec id="sec-2-3">
        <title>Application for</title>
      </sec>
      <sec id="sec-2-4">
        <title>Manual Content 2.1.2. Web</title>
      </sec>
      <sec id="sec-2-5">
        <title>Uploading</title>
        <p>The web based application is for the authors of the
publications to upload some simplified version of the
article that states the problem, scientific evidence, and
the conclusion in a simple and easy to understand
context with a puzzle question and the answer to it. The
interface is simple and the fields are self-explanatory.
We built the web application using HTML and Twitter
Bootstrap with backend in node.js and the content
stored in a NoSQL database - mongodb in the form of
documents. We chose this technology stack because it
integrates very well together. It is preferable that the
content is uploaded by authors because they understand
their research better and they can simplify it best to
produce the game content. This is also because the
quality of the content uploaded is important and we
chose not to compromise on it. A text summarization
API or a tool as mentioned in the previous subsection
can also be used to provide authors with a useful
summary or suggestions only to create game content
out of their publications. To create a puzzle
understanding of the publication used is important. A
meaningful puzzle will be the one which has maximum
information flow. This can be done best by the author
of the publication itself because of the fact that they
understand their research, its evidence and conclusion
better. We decided to allow the content from
4
http://blog.wolfram.com/2010/08/13/25-best-hangmanwords/
publications that are peer reviewed only and also the
process of uploading stays moderated to assure check
and balance on the quality. The system administrators
goes through the content, checks all the parameters
before approving it. Once approved, the author gets the
notification.</p>
        <p>The prototype of the interface can be seen in Figure 2.
To create the game content author must provide
information such as paper name, paper abstract, article
URL, puzzle question, answer , and puzzle insight (few
lines of text that could motivate/attract the user to this
puzzle). The author can ignore the optional field such
as puzzle clue. The clue if ignored will take paper
abstract as a default value. The link to the
summarization tool is also given for the authors who
wants to get suggestions on the best words and useful
summary from a large piece of text.
As stated before the research literature uploaded either
by the authors or by using text summarization is used
as game content. This content could also be used in
combination with other popular game concepts like (i)
Typing Master; where a player is displayed with words
and sentences from the simplified version of literature
to increase their typing speed and accuracy which
effectively makes them read the content as they type,
(ii) Scrabble; where players can be asked to sort the
letters that form proper words but within the scope of
the information given in this case the simplified
scientific knowledge and (iii) Multiple Choice
Questions; by displaying a question and multiple
answers to it and asking users to read through the
simplified information presented as a clue to answer for
rewards. We chose Hangman because it provides
simple mechanics and involves less effort at player’s
end yet the information is effectively transferred by the
help of clue for the puzzles. The puzzle question is
presented and the user is asked to answer it by reading
the clue in the form of summarized information. The
user goal is to answer it correctly in order to save the
man hanging and to get points. We decided to display a
puzzle insight, some interesting piece of text from the
scientific article, to the user before s/he accepts to play.
Example from the same abstract used in section 2.1.1 a
puzzle insight can be, in 2002, an estimated 11 million
new cancer cases and 7 million cancer deaths were
reported worldwide; nearly 25 million persons were
living with cancer. This helps the user to save time on
making the decision to accept the displayed puzzle and
helps us in least information flow if user decides to
skip the puzzle. The content being used can be seen in
the next section.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Design and User Experience</title>
      <p>Scientific Hangman, based on a traditional hangman
game for information flow by using the content from
research articles, goal is to make scientific literature
interesting as well as easy for the general public to
understand. For this purpose, the design should be
simple yet appealing. We went through multiple
iterations for the designing of the application which
resulted in two prototypes that were used in user
studies.</p>
      <sec id="sec-3-1">
        <title>3.1. First Prototype</title>
        <p>For the first prototype we decided for a simple black
and white application with very simple workflow. The
game was designed for a specific application at the
Cancer Registry Norway. Therefore the information
and puzzle questions were in Norwegian. As
development platform we used Android because of its
openness. Figure 3(a,b,c) below show the look and feel
of the game. The reason for keeping it simple was
based on the fact that scientific literature is not easy to
understand. To make it effectively delivered we must
take a simple design approach to deliver the important
part, the scientific knowledge, without any disturbance
by the design parts.
(a)
(b)
(c)
To make improvements in the application design, in the
2nd iteration, we decided to create a user experience in
terms of look and feel which is more appealing, not too
bright and not too dull. As this app gamifies content for
learning purposes we chose the old fashioned
blackboard theme for it because blackboards have been
heavily in use in the past at primary and secondary
level of education. We sketched all the elements with a
chalk on a rough black sheet of paper to keep the look
natural and uneven and sliced the elements using
Adobe Photoshop. The rough and natural look of the
game can be seen in Figure 4.</p>
        <p>(a)
(b)
(c)
First prototype was tested at the Cancer Registry of
Norway. We gathered feedback on the look and feel of
both prototypes. We discuss the test details, results and
the feedback in section 5 of this paper.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Gamification Elements</title>
      <p>We present the information to be learned in a way
where user has some goal to achieve such as
completing the puzzle and getting a
reward/point/badge. The points are based on time and
the number of mistakes the player makes to guess the
answer. Secondly, the user is displayed the
completeness by using a progress bar, we name it as an
awareness meter meaning how aware has user become
by solving the puzzles based on the research articles.
Displaying information at the right time and place can
help in bringing motivation in the player. Leaderboard
in iOS games is used to display high score information.
This is usually displayed at the end of the level or
game. We chose to display such information at the time
when user is making decision on playing the puzzle
presented. The information of user's friends related to
the puzzle such as, the no. of tries they made in solving
the puzzle, whether they solved the puzzle or failed and
their awareness level, beforehand, can help in
motivating the user to play the puzzle with increased
interest. This kind of information on points and number
of wins (leaderboard) also brings the sense of
competition between users5. This feature will be part of
the second application which is still under
development.</p>
      <p>We also chose to gather feedback on the puzzles,
asking user if s/he knew about the information in the
puzzle before and how well the information was
understandable. This increases users engagement with
the app, gives them the sense of being an integral part
and not merely a subject and creates their connection
with the designers [Salvo'01] . This also helps us gather
stats on the usefulness of this application.</p>
      <p>We recorded the time spent on solving the puzzles. It
gives us information on user behavior such as whether
it was easy for them to locate and understand the
information required to answer the puzzle question.
5
http://insights.wired.com/profiles/blogs/is-competitiondiscouraging-the-linkedin-example</p>
    </sec>
    <sec id="sec-5">
      <title>5. Evaluation</title>
      <sec id="sec-5-1">
        <title>5.1. First Prototype</title>
        <p>Prototype 1 was tested at Cancer Registry of Norway
with a focus group where 10 women participated. We
presented three different information letters to the
women. The letters contained information regarding
cervical cancer screening. One letter was to invite
women between 25 and 69 to a cytology test6. A
second letter was a reminder letter for attendance.
Although the letters were not scientific articles, they
were often ignored by recipients due to some of its
technical content. The game was installed on a single
Android device and was projected at a bigger screen for
every participant to see. The women were separately
given the smart phone and were asked to answer the
questions based on the information they received
earlier in the letters which was also present in the game
in the form of clue. They could read the information as
many times as they wanted within the game. We
recorded the steps the women performed during the
game for example how many times they opened the
clue window to read the letters, how many right/wrong
entries they made and the time they spent on answering
the question. The purpose was to test their knowledge
from those letters, to see how well they received the
information mentioned in the letters.</p>
        <p>The information letters were short and less technical as
compared to scientific literature. All 10 women
submitted the answers and were able to answer all of
the puzzle questions in the game correctly, more or less
consuming the same amount of time. This showed that
the information flow was good and that the
participating women understood the information.
After the experiment we evaluated that the participants
paid attention to the information letters to answer the
puzzle questions because the information flow was
created in the form of an interesting activity i.e. a
game.</p>
        <p>We learnt that design matters to the user interacting
with the game. Design should be appealing to generate
a positive emotion which as a result can trigger
increased interaction. The first impression of this
prototype in terms of design was not very positive.
Participants were told that it is a game but they
6http://www.cancerresearchuk.org/aboutcancer/type/cervical-cancer/about/cervical-cancer-screening
perceived it more like an application rather than a
game. The sense of achievement is critical. The harder
the effort on achieving goals more likely it is that the
user will lose interest. The goals must be according to
the skills of the users to keep them interested. That
means the information should be simplified enough so
that the user do not lose interest. For example, the
content used in this prototype was from the invitation
letters, as stated above, having simple and less
technical information. The women found the
information easy to understand which was also
evaluated by the results they submitted through the
game.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Second Prototype</title>
        <p>Prototype 2 is more general and conceptually covers a
wider scope as compared to prototype 1. The basic
feature set and purpose is similar i.e. to use scientific
literature as puzzle questions to make the flow of
scientific information easy as well as interesting for
people. The feature set is under development with the
idea of employing gamification elements mentioned
above to increase engagement and user motivation for
better reach. As explained in section 2, the content for
the second prototype will be generated by using the
web application that has been developed for the authors
of the publications to upload their research results.
Also test summarization tools can help the authors to
summarize their research results and to highlight
important words in the text. All this content will be
used in this prototype as a puzzle which a player can
solve by reading the clue in the form of abstract or
relevant information uploaded by the author.</p>
        <p>We explained the details of the content generation
through the web panel and text summarization tools
and presented the idea of the game in the form of
second prototype to a total of 8 colleagues and friends.
This activity was to get their feedback on the design
improvements only, as the functionality is not yet
developed but will follow the same course as of the
first prototype in terms of the nature of the content i.e.
publications uploaded by the authors using our web
application.</p>
        <p>We decided not to tell the audience about the
developers of the second prototype to have an unbiased
feedback. We asked them what they think of the look
and feel and whether they would play such a game or
not. Before having answers we showed them the first
prototype so that they could compare both the versions
in terms of design and user experience.</p>
        <p>All of the participants chose the design of the second
prototype over the first one. They were more inclined
towards the second prototype design and found it
appealing. This was due to the rough look and feel of
the art work because it was hand drawn on a black
sheet of paper using a chalk. The first prototype, was
dull and not attractive to them. Moreover, we asked
them to play the first prototype to have their feedback
on the functionality as well. We asked what they think
of the game and the idea on which they gave positive
impression on the nature of the game because they
were able to understand and get the information out of
the letters in the first prototype to answer the puzzle
questions. One participant for example responded that,
"Although the information is not very much interesting
but I am challenged to find the answer which makes the
game interesting to me."
Another interesting response was,
"It is interesting to figure out what is written in the
information letter which I believe I was unaware of."
This showed us that the game could motivate them to
do a boring task and that the information in the letters
could be communicated in an understandable way.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>We make use of mobile platform to deliver simplified
scientific knowledge to the general public for increased
science awareness and to communicate information in a
better perceived way. Our evaluation showed that this
can have many benefits. For instance, the user, a father,
might be able to do some counseling of his children
and motivate them towards science if he has better
understanding. He might be able to understand the
environmental changes, the societal challenges, the
medical breakthroughs and discoveries. Such
simplified information presented through gamification
methods with a touch of fun and entertainment could
result in improved awareness in general public. This
also puts the scientific research to an extended use,
from online libraries in peoples' hands.</p>
      <p>From the experiment at the Cancer Registry of Norway,
the interest of medical professionals at the registry and
the interview based evaluation from individuals we
conclude that the concept has the potential of
delivering and testing the information flow of scientific
nature such as from publications. We also see how hard
or easy it was for the people to comprehend the text
and understand the questions and answer them
correctly. The game was used as a means to evaluate
the text in the letters that is sent to several thousands of
women. There is already a huge amount of publications
stored in the digital libraries which can be used by
employing text summarization techniques and to create
game content manually in a moderated environment to
ensure quality in terms of engagement.</p>
      <p>User's feedback is critical and can be used to give
researchers a new index to see the impact of their
research. Feedback can tell how useful or
understandable the information was. This also needs
focus on what parameters are important and carry
maximum information.</p>
      <p>Technical information is usually ignored by the general
public due to the lack of interest or the complex nature
of it. The information displayed at the right time during
navigation within the application can help in getting
user's attention. For example in a game, Jelly Splash7
high score is displayed at the time of level selection
and not at the end. It gives user the information on high
scores before starting the level which could help in
motivating the user to play carefully to beat the best
player. To help it further, work needs to be done for
improved design choices in terms of information
presentation to maximize information flow in
combination with gamification techniques.</p>
      <p>For future work we plan to use gamification methods to
create incentives for authors of scientific publications.
These techniques can be used in a wider scope. For
instance, a web based application with gamification
elements to motivate researchers to bring the
simplified version of their research forward for the use
of general public. This simplified content, as explained
above, can become food for many game ideas that can
help general public in understanding the research.
Finally, we are interested in using this platform in the
future, to see how research related to domains such as
health can be communicated. Since it is a very
interesting area by nature and therefore it does not need
a lot of motivation. Moreover this area can be easily
personalized and learning about personal health choices
can benefit the majority.</p>
      <sec id="sec-6-1">
        <title>7 http://www.wooga.com/games/jelly-splash/</title>
      </sec>
    </sec>
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