6,899 results on '"Game mechanics"'
Search Results
102. A Survey of Digital Health Interventions for Children with Cancer.
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Chai Wang Er, Carmen, Lau Bee Theng, Mahmud, Abdullah Al, and Tee Kit Tsun, Mark
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CHILDHOOD cancer ,CHILD mortality ,CHILDREN'S health ,CANCER fatigue ,ANGER management ,HIGH-income countries ,HEALTH surveys - Abstract
Childhood cancer is the most common cause of death by illness in children globally. Fortunately, the survival rate of this deadly disease can be as high as 80% in high-income countries with cancer treatment. However, cancer treatments can result in large symptom burdens for children and adolescents. This, and many other factors can result in treatment non-adherence in cancer patients, which will strongly affect their survival rate. Therefore, it is important for interventions to be conducted in order to make the cancer experience more bearable. This survey reviews eleven existing game-based digital health interventions including Re-Mission and Ben's Game, and lists the various aims of these interventions, such as empowerment to fight cancer and symptom management. The game mechanics of these interventions are also identified and the ways these mechanics contribute to the aims of these interventions are analyzed. Finally, limitations of existing interventions are discussed and suggestions for future works are given. [ABSTRACT FROM AUTHOR]
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- 2020
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103. 環境啓発ボードゲームの開発と次世代参加型教育の試み.
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山川 悟 and 広末守正
- Abstract
Through a collaboration between Yamakawa Seminar of Tokyo Fuji University and Kao Corporation’s ESG division, a project-based learning aimed at developing a board game that enables children aged 10-12 to learn environmental issues in a fun way and can tackle them in a short time was conducted. This was conducted as a research theme in 2019 so that college students can think more deeply about the current state of environmental issues and the methodology of awareness by participating as game developers, not as game players. As a result, using the materials from the “Kao International Children’s Environmental Painting Contestâ€, 12 students devised 9 plans including a game to think about solutions to social problems, a game to understand inconvenient data, and a game which guesses endangered species. In the post-study survey, the majority of the participants responded that they were able to raise their interest in environmental issues and that the lectures developed the game had been arousing their interest. From this, it was found that the learning outcomes that were initially targeted were obtained. In the future, we plan to use the games developed through this project to implement an environmental awareness workshop where children can participate as part of Kao’s next-generation environmental awareness education program. [ABSTRACT FROM AUTHOR]
- Published
- 2020
104. Social and Cognitive Affordances of Two Depression-Themed Games.
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Hoffman, Kelly M.
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REALISM ,SOCIAL impact ,SELF-evaluation ,COGNITIVE ability ,SOCIAL skills - Abstract
Video games can have a variety of intended and unintended effects on players, making the impacts of games and the role that individual design elements play in causing those impacts a valuable area of research. This study explored the social and cognitive effects on players of two "art games" (Depression Quest and Actual Sunlight) by analyzing player-generated discussion board posts, focusing on (1) what real-life social and cognitive effects the games had on players and (2) what elements of the games made the players consider them "good" or "bad" games. Players reported or demonstrated that the games led to understanding and empathy, self-evaluation, lessons learned, clinical discussion of depression, encouragement to others, a sense of community, and opening dialogue with friends and family. Discussions of game quality centered on realism, game endings and message, and player agency. [ABSTRACT FROM AUTHOR]
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- 2019
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105. Reflection on Assumptions from Designing Female-Centric Educational Games
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Heath, Corey D. C., Baron, Tyler, Gary, Kevin, Amresh, Ashish, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Marsh, Tim, editor, Ma, Minhua, editor, Oliveira, Manuel Fradinho, editor, Baalsrud Hauge, Jannicke, editor, and Göbel, Stefan, editor
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- 2016
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106. A Semantic Frame Approach to Support Serious Game Design
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Gentile, Manuel, Città, Giuseppe, Ottaviano, Simona, La Guardia, Dario, Dal Grande, Valentina, Allegra, Mario, Jarvinen, Aki, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Bottino, Rosa, editor, Jeuring, Johan, editor, and Veltkamp, Remco C., editor
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- 2016
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107. The Narrative Quality of Game Mechanics
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Larsen, Bjarke Alexander, Schoenau-Fog, Henrik, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Nack, Frank, editor, and Gordon, Andrew S., editor
- Published
- 2016
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108. Applied Gamification: Creating Reward Systems for Organizational Professional Development
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Metzger, Elizabeth C., Lubin, Laura, Patten, Rochelle T., Whyte, Janelle, Ifenthaler, Dirk, editor, Bellin-Mularski, Nicole, editor, and Mah, Dana-Kristin, editor
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- 2016
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109. Evaluating GameScapes and SimApps as Effective Classroom Teaching Tools.
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Amresh, Ashish, Verma, Vipin, Baron, Tyler, Salla, Rahul, Clarke, David, and Beckwith, Doug
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MOBILE apps ,OBSERVATION (Educational method) ,ENGLISH grammar ,LEARNING ability ,UNIVERSITIES & colleges - Abstract
GameScapes and SimApps, are new narrative and game mechanic influenced tools for improving the classroom learning experience of students. In Fall 2015, GameScapes and SimApps were tested with 16 American colleges and universities and 26 members of their faculties to improve learning outcomes in first-year composition classes, many including English as secondary language students, specifically focusing on writing skills and grammar abilities. Several GameScapes and SimApps developed for the course were tested with over 1000 students. Faculty members could select at least two games from a set of 17 such games that would best align with their courses’ learning objectives. Scores earned in student gameplay were converted to points that applied to students’ grades in the courses. This paper presents a formative evaluation of the GameScapes and SimApps that were used by the teachers and students and discusses best practices, classroom observations, learning outcomes and future scalability of this methodology to other courses. [ABSTRACT FROM AUTHOR]
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- 2019
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110. The effects of introducing game mechanics in different orders on player comprehension
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Cederberg, Johannes, Vutukuru, Bhavana, Cederberg, Johannes, and Vutukuru, Bhavana
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The order in which game mechanics are introduced to players can significantly impact their comprehension and enjoyment of the game. However, there is a lack of research on how player comprehension is affected by the sequence of introducing game mechanics. This paper aims to explore the effects of introducing game mechanics in different orders on player comprehension. The objective is to identify potential areas for further research and patterns that could inform game designers on how to introduce mechanics into their games. The research conducted involved designing a physical single-player board game with four different mechanics that could be added modularly. Controlled experiments were conducted with testers playing different versions of the game, each with a different mechanic introduced in a specific order. Testers rated their comfort level with each mechanic compared to the base game and provided feedback on their understanding of how to play with each mechanic. The research generated quantitative and qualitative data, which were analyzed to explain the patterns found. The results of this study provide a foundation for further research on the impact of game mechanics on player comprehension and have practical implications for game designers. It is important to note that the findings are not generalizable to all types of games, but they offer insights into some potential effects of introducing game mechanics in different orders.
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- 2023
111. Are we ready to talk about feminist game mechanics?
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Blomgren, Caterina and Blomgren, Caterina
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While character design and representation have been extensively discussed within feminist discourse, the attention given to game mechanics has been limited. This study aims to challenge the assumption that feminist ideals in video games can only be conveyed through narrative elements and investigate the potential of integrating feminist principles into game design, with a specific focus on game mechanics. Drawing on Bogost's (2007) Procedural Rhetorics theory, which asserts that digital systems can enable the creation of interactive arguments surpassing traditional rhetoric, the thesis examines how mechanics can prioritize inclusivity and diversity. Through critical analysis of existing discourses and semi-structured interviews with game design students who are pursuing a career as industry professionals, the study evaluates the current state of the industry and identifies areas for improvement. Nine interviews were conducted, and thematic analysis using a deductive approach was employed. The study highlights the significance of representation, with participants expressing a preference for strong female protagonists, while also recognizing divergent perspectives on whether the mere inclusion of a female character equates to a feminist game. Player agency during gameplay was not frequently mentioned in the interviews, a topic commonly discussed in scholarly literature. The study calls for clearer guidelines and definitions in the field and proposes two categories: Empowerment and Equality, derived from participant responses. Participants suggested examples of feminist game mechanics related to empowerment (addressing real-life issues and encouraging collaboration) and equality (ensuring equal chances regardless of gender).
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- 2023
112. Transforming a sport into an exergame : An exploratory study on how golfers interact with sports technology with game mechanics, and how it affects their golfing experience
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Borojevic, Peter and Borojevic, Peter
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Teknik med spelmekanik används allt mer i sportmiljöer, men både fördelar och utmaningar finns med denna typ av teknik. Nyligen har ett kommersiellt intresse riktats mot golf driving ranges och installation av spelsystem i dessa områden, men lite forskning har utförts om hur dessa installationer påverkar golfare under deras träning och hur spelare interagerar med dem. I denna studie observerades och filmades grupper av golfare medan de interagerade med en uppsättning spel och intervjuades senare om deras upplevelse. Resultaten argumenterar för att spela golfspel i virtuella miljöer kan hjälpa till med att öva på olika strategier och stödja gruppsamarbete. Det är dock viktigt att ta hänsyn till sportens fysiska egenskaper och att tekniken och spelen stödjer olika typer av svingtekniker, korrekt feedback och pricksäkerhetsövning. Studien ger en diskussion kring betydelsen av golfträning och hur spel kan stödja det, varför golfare samarbetar trots att de är varandras motståndare och hur man ska spela på teknikens styrkor. Dessutom ger den direktiv för hur spelmekanik skulle kunna användas i fysiska miljöer och för framtida forskning., Technology with game mechanics is becoming increasingly used in sports environments, but both benefits and challenges exist with this type of technology. Recently, a commercial interest has been directed towards golf driving ranges and installing game systems in those areas, but little research has been conducted on how these installations affect golfers during their practice and how players interact with them. In this study, three groups of golfers were observed and recorded while they interacted with a set of games and were later interviewed about their experience. The results argue that playing golf games in virtual environments can help with practicing on different strategies and support group collaboration. However, it is essential to take into account the physical characteristics of the sport and that the technology and games support different types of swing techniques, correct feedback and accuracy practice. The study provides a discussion around the meaning of golf practice and how games can support it, why golfers collaborate despite being each others’ opponents, and how to play on the strengths of the technology. In addition, it provides directions both for how game mechanics could be utilized in physical environments and for future research.
- Published
- 2023
113. Learning by Gaming : Design and Evaluation of a Serious Game to Increase Energy Literacy
- Author
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Vidimlić, Haris and Vidimlić, Haris
- Abstract
This study explores the design and effectiveness of a serious board game aimed at promoting energy literacy in the context of residential energy consumption. With electricity consumption and energy conservation being highly relevant and pressing topics today, there is a growing need to address the lack of knowledge and awareness surrounding household energy consumption. Serious games, recognized as effective educational tools for active learning, offer a promising avenue for teaching energy-related concepts. Through a thematic analysis, this thesis examines the impact of different game mechanics on players’ development of energy literacy. The findings demonstrate that integrating these game mechanics facilitates knowledge acquisition, evokes emotional responses, and prompts self-reflection. By incorporating elements for data physicalization, such as a hand-gripper to represent energy consumption, user engagement, and learning outcomes are enhanced. The study highlights the potential of educational games in fostering energy literacy and shaping individual energy consumption habits. Future research can explore combining digital and physical components in serious games to optimize educational impact further and advance energy literacy initiatives., Denna studie utforskar designen och effektiviteten hos ett serious game med syfte att främja energy literacy. Elkonsumtion och energisparande är högaktuella ämnen och idag finns det ett växande behov av att åtgärda bristen på kunskap kring energikomsumptionen i hushåll. Serious games har klivit fram som effektiva pedagogiska verktyg för aktivt lärande och erbjuder en lovande väg för att undervisa om energirelaterade begrepp. Genom en tematisk analys undersöker denna avhandling effekten av olika spelmekanismer på spelarnas utveckling kring energy literacy. Resultaten visar att integrering av dessa spelmekanismer underlättar lärade, leder till känslomässig respons samt stimulerar självreflektion. Inlärning och engagemang förbättras genom att inkludera objekt för att representera data fysiskt, såsom en handtränare. Studien lyfter fram potentialen hos serious games för att främja energy literacy och forma goda energikonsumtionsvanor. Framtida forskning kan utforska om kombinationen av digitala och fysiska komponenter i ett serious game ytterligare hade förbättrat läroeffekten och främjat vidareutveckling av ens energy literacy.
- Published
- 2023
114. Defining a new Game Genre : Ontological approach to identify and define a new genre of games
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Larsson, Andreas and Larsson, Andreas
- Abstract
This thesis investigates the genre classification of Vampire Survivors-like games, focusing on "Vampire Survivors" by Poncle (2021, poncle). The objective is to define their genre and explore the possibility of a new genre creation. The research comprehensively examines genre origins, classification approaches, and significance from design, marketing, and consumer perspectives. Vampire Survivors and similar games have gained prominence, but their genre remains uncertain. Elements align with Action Roguelike and Bullet Hell, yet definitive classification proves elusive. This study analyzes gameplay mechanics, design elements, and experiences to compare with established genres.The research provides insights for game developers seeking design patterns and helps players find suitable games. It contributes to the understanding of emerging game genres, promoting innovation in the gaming industry. Using a systematic methodology, this thesis establishes a coherent genre framework. Finding scontribute to genre discussions and inspire future research in this evolving field.
- Published
- 2023
115. A novel gray FUCOM method and its application for better video games experiences.
- Author
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Nemati, Alireza, Hashemkhani Zolfani, Sarfaraz, and Khazaelpour, Payam
- Subjects
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VIDEO games , *VIDEO game reviewing , *VIDEO game development , *VIDEO game industry , *SATISFACTION - Abstract
Despite an ever-increasing growth of interest in the video game industry, the significance of video gaming evaluation of perspectives still needs sufficient investigation. With the development of virtual space and video games in recent years, players are looking for quality games in terms of content and graphics. This research examines the various dimensions of video game development, obtaining player satisfaction and increasing the profit from attracting players. A descriptive and informative evaluation procedure is investigated in this research to address this issue. According to previous studies, the necessity of an accurate evaluation is demanding in the video game industry. Therefore, this research deals with a multi-directional evaluation procedure where different descriptive criteria are weighted using a novel Gray FUCOM approach. The value of the proposed novel approach is linked with uncertainty or lack of consensus, which deals with given linguistic terms of opinion significance. Perspectives about the video game industry are introduced as video game criteria for Gray-FUCOM-based evaluation of uncertain opinions. Then, it is compared with the existing crisp FUCOM to show the reliability of this evaluation. This research also clarifies the definition of gray numbers and their integration with the FUCOM optimization methodology in a new aspect. The Deviation From sub-criteria (DFC) as a performance measure (objective function) is calculated to be non-zero, as illustrated by the inconsistency of experts' uncertain opinions. Furthermore, the results show that developing video games that benefit from suitable multiplayer and rich quality and storyline regarding maps, personalization, various missions, challenging skills, and supporting regulated modes can attract many players and increase the developers' incomes. Examples of successful video games in multiple dimensions are also presented. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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116. Redefining the MDA Framework—The Pursuit of a Game Design Ontology
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Rogério Junior and Frutuoso Silva
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MDA ,RMDA ,game design ,game ontology ,game design methodology ,game mechanics ,Information technology ,T58.5-58.64 - Abstract
In computer science, an ontology is a way of showing the properties of a subject area and how they are related by defining a set of concepts and categories that represent the subject. There have been many attempts to create a widely accepted ontology for the universe of games. Most of these attempts are defined based on an analytical perspective: few have found frequent use outside universities, as they are not easily translated to the development of games, which is a design perspective. There are some core aspects of the domain that turn this task into a difficult goal to achieve. In addition, game designers tend to refuse a methodology or a structured way of developing a game; the main concern is that it can impair creativity in a field that could not survive without it. A defined ontology would improve and mature the growing industry of digital games, both by enhancing the understanding of the domain and by supporting a structured methodology for designing games. This paper describes the properties of digital games and shows how they make it difficult to create an ontology for that field of study, especially when it comes to a design perspective. It clarifies the closest approach to a unified ontology that there is for the game domain: the mechanics, dynamics and aesthetics framework (MDA). We propose the redefinition of MDA’s taxonomy, calling it Redefining the MDA (RMDA), providing better use for the approach from a designer’s perspective, embracing the design properties of the domain, and overcoming issues found in the literature of the game domain. The main purpose of this paper is to clarify the MDA framework by redefining its main components, mechanics, dynamics and aesthetics, as a way to make the tool more understandable and useful for game designers. Understanding aesthetics and how developers can invoke them by correctly defining mechanics and creating dynamics is the main focus of the paper. Thus, some examples are provided in order to explain the applicability of the RMDA as a methodology to produce games.
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- 2021
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117. Gamification: The next growth story
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Bajwa, Arshjeet and Goyal, Pratibha
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- 2017
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118. Introduction to Gamification
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Prakash, Edmond C., Rao, Madhusudan, Lee, Newton, Series editor, Prakash, Edmond C., and Rao, Madhusudan
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- 2015
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119. Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media
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Hauge, J. M. Baalsrud, Lim, T., Louchart, S., Stanescu, I. A., Ma, M., Marsh, T., Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Chorianopoulos, Konstantinos, editor, Divitini, Monica, editor, Baalsrud Hauge, Jannicke, editor, Jaccheri, Letizia, editor, and Malaka, Rainer, editor
- Published
- 2015
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120. Exploring Deep Content in Physical Rehabilitation Games
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Quinten, Niels, Malliet, Steven, Coninx, Karin, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Chorianopoulos, Konstantinos, editor, Divitini, Monica, editor, Baalsrud Hauge, Jannicke, editor, Jaccheri, Letizia, editor, and Malaka, Rainer, editor
- Published
- 2015
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121. Teaching the IR Process Using Real Experiments Supported by Game Mechanics
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Wilhelm-Stein, Thomas, Eibl, Maximilian, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Mothe, Josanne, editor, Savoy, Jacques, editor, Kamps, Jaap, editor, Pinel-Sauvagnat, Karen, editor, Jones, Gareth, editor, San Juan, Eric, editor, Capellato, Linda, editor, and Ferro, Nicola, editor
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- 2015
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122. Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism
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Lim, T., Louchart, S., Suttie, N., Baalsrud Hauge, J., Earp, J., Ott, M., Arnab, S., Brown, D., Stanescu, I. A., Bellotti, F., Carvalho, M., Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, and De Gloria, Alessandro, editor
- Published
- 2015
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123. Gamification and Accessibility
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Stiegler, Andreas, Zimmermann, Gottfried, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Zhou, Jia, editor, and Salvendy, Gavriel, editor
- Published
- 2015
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124. Gamification for Crowdsourcing Marketing Practices: Applications and Benefits in Tourism
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Sigala, Marianna, Garrigos-Simon, Fernando J., editor, Gil-Pechuán, Ignacio, editor, and Estelles-Miguel, Sofia, editor
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- 2015
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125. The Gamification as a Resourceful Tool to Improve Work Performance
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Chen, Edward T., Reiners, Torsten, editor, and Wood, Lincoln C., editor
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- 2015
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126. Gamification for Learning
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Tu, Chih-Hsiung, Sujo-Montes, Laura E., Yen, Cherng-Jyh, and Papa, Rosemary, editor
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- 2015
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127. Model Matching Theory: A framework for examining the alignment between game mechanics and mental models.
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McGloin, Rory, Wasserman, Joe A., and Boyan, Andy
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MATCHING theory ,MENTAL models theory (Communication) ,VIDEO games ,VIDEO gamers ,MASS media - Abstract
The primary aim of this article is to provide a comprehensive review and elaboration of model matching and its theoretical propositions. Model matching explains and predicts individuals' outcomes related to gameplay by focusing on the interrelationships among games' systems of mechanics, relevant situations external to the game, and players' mental models. Formalizing model matching theory in this way provides researchers a unified explanation for game-based learning, game performance, and related gameplay outcomes while also providing a theory-based direction for advancing the study of games more broadly. The propositions explicated in this article are intended to serve as the primary tenets of model matching theory. Considerations for how these propositions may be tested in future games studies research are discussed. [ABSTRACT FROM AUTHOR]
- Published
- 2018
128. Reconceptualizing Gameplay Experiences through the Virtual Embodiment Process.
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VIDEO games ,CONCEPTUALISM ,EXPERIENCE ,SOCIAL influence ,GAMBLING industry - Abstract
Existing studies on video game experiences often highlight specific components of gameplay or explore specific psychological constructs during gameplay experiences. However, these studies do not adequately explain the processes behind the construction of gaming experiences among different types of players and across different games. Past literature also subsumes game mechanics as only a component that contributes to videogame experience. This paper argues that game mechanics are an integral enabler of gaming experiences and proposes refinements to the conceptualisations of what gameplay experiences entails, taking into consideration the facilitative influence of game mechanics. It proposes to conceptualize gameplay experiences as embodied virtual experiences formed by the interaction between players and game mechanics, facilitating the embodiment of the players within the virtual world of the game. [ABSTRACT FROM AUTHOR]
- Published
- 2018
129. Game Design Elements and the Construction of Player-Avatar Relationships.
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ATTACHMENT behavior ,COMPUTER interfaces ,GAMBLING industry ,NARRATIVES ,THEMATIC analysis - Abstract
Research into player-avatar relationship have found that players are able to experience different levels of emotional attachment, agency, embodiment, and identification with their game avatar. While current literature mostly addresses the psychological processes that form different types of player-avatar relationship, lesser is known about the roles of game design elements in the construction of player-avatar relationships. The current study explores how game design elements - namely, game narrative, game mechanics, and game system interface - influence players' construction of player-avatar relationship. Twenty-eight adults who played an action adventure PS4 game, The Last of Us, participated in game play interviews and semi-structured in-depth interviews. Thematic analysis of the results revealed six different themes that explained how participants relate to their game avatars through their use of game design elements. Subsequently, it discussed three major ways in which players construct player-avatar relationships. [ABSTRACT FROM AUTHOR]
- Published
- 2018
130. Gamification in Education: Real Benefits or Edutainment?
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Rabah, Jihan, Cassidy, Robert, and Beauchemin, Robert
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VIDEO games in education ,VIDEO game development ,MOBILE apps in education ,GAMIFICATION ,MOBILE learning ,INTERNET in education - Abstract
Gamification of learning--the application of game design elements to learning activities--is currently a hot, if controversial, trend in education. Proponents of gamification, on the one hand, claim that gamification leads to learning gains. They assert that gamification reinforces important skills in education, such as problem-solving, collaboration, and communication. Furthermore, they maintain that need for interaction in a gamified approach to education encourages students to play an active role in the learning process, thereby increasing student engagement in online forums, projects, and other learning activities. Detractors of gamification, meanwhile, argue that it derails learning with aimless distractions, adds unnecessary competition stress, and fails to take into account certain learners' pedagogical needs. Research on gamification is gathering momentum and promises to help adjudicate many of the issues raised in this controversy. We therefore conducted a second-order review to examine the evidence-based discourse on this aspect of gamification. We found that while the review literature adequately summarizes evidence in support of effectiveness in terms of cognitive, emotional/motivational, and behavioural outcomes, certain design issues remain unaddressed. When addressing effectiveness, a concern for how the nature of learning objectives and the quality of learning activities that are gamified is noticeably absent in the field. Furthermore, a contextual bias towards STEM courses limits the generalizability of evidence to other contexts. The review literature further suggests a publication bias and an over-emphasis on positive effects. Nevertheless, recognising the general scope of the research, its theory, and evidence, will help instructors and curriculum designers interested in gamifying courses decide how to approach gamified course designs to use in a specific context. Highlighting current limitations in the evidence-based discourse may benefit the design of future research by drawing attention to the types of evidence that will help advance gamification in educational settings. [ABSTRACT FROM AUTHOR]
- Published
- 2018
131. The Design and Implementation of Gamified Classroom through Schoology Platform.
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ISMAIL, Noor Hanim and Siti Nazleen ABDUL RABU
- Subjects
GAMIFICATION ,STUDENT engagement ,ACADEMIC motivation ,ACADEMIC achievement ,LEARNING Management System - Abstract
The use of gamification in educational context has attracted increasing interest and reports on gamification in education are generally positive. However, not a lot of information has been written about the design and implementation of a gamified classroom, as well as the theoretical foundations and standards for practice. Accordingly, this topic requires further study. With the intention to improve students' participation, engagement, motivation, enjoyment, and learning achievement, this study redesigned and gamified Instructional Design and Delivery course with 16 master's level students that is normally conducted in a traditional two-hour frontal lecture approach. The Instructional Design and Delivery course aimed to introduce students to the various instructional design theories and models from the objectivist and constructivist perspectives. The gamified classroom for this course was designed based on the MDA framework which had been adapted and utilised to balance the gamification design. The design of the gamified classroom was guided by three foundation components in the MDA framework, namely game mechanics, game dynamics, and aesthetics. Moreover, the ARCS model of motivation, model of learner engagement, and flow theory were also integrated into the design. This study reported how six game mechanics - challenges, teams, leaderboard, badges, level points (LPs), and experience points (XPs) - were applied and structured in this gamified classroom using Schoology learning management system. This study will help educators to have a deeper understanding of the design and implementation of a gamified classroom. Educators may refer to this study as their guideline to effortlessly plan, design and develop gamified classroom learning experience in the future that would allow them to control and anticipate the students' desired behaviours and outcomes. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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132. ISEAsy: A Social Business Process Management Platform
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Santorum, Marco, Front, Agnès, Rieu, Dominique, van der Aalst, Wil, Series editor, Mylopoulos, John, Series editor, Rosemann, Michael, Series editor, Shaw, Michael J., Series editor, Szyperski, Clemens, Series editor, Lohmann, Niels, editor, Song, Minseok, editor, and Wohed, Petia, editor
- Published
- 2014
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133. Sepsis Fast Track: A Serious Game for Medical Decision Making
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Ribeiro, Claudia, Monteiro, Micaela, Pereira, João Madeiras, Antunes, Tiago, Baalsrud Hauge, Jannicke, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Kobsa, Alfred, Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Ma, Minhua, editor, Oliveira, Manuel Fradinho, editor, and Baalsrud Hauge, Jannicke, editor
- Published
- 2014
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134. Game Design Techniques in User Research Methods – A New Way to Reach the High Score in Development Teams
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Rügenhagen, Eva, Held, Theo, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Kobsa, Alfred, editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Weikum, Gerhard, editor, and Marcus, Aaron, editor
- Published
- 2014
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135. Narrative Serious Game Mechanics (NSGM) – Insights into the Narrative-Pedagogical Mechanism
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Lim, Theodore, Louchart, Sandy, Suttie, Neil, Hauge, Jannicke Baalsrud, Stanescu, Ioana A., Ortiz, Ivan M., Moreno-Ger, Pablo, Bellotti, Francesco, Carvalho, Maira B., Earp, Jeffrey, Ott, Michela, Arnab, Sylvester, Berta, Riccardo, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Göbel, Stefan, editor, and Wiemeyer, Josef, editor
- Published
- 2014
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136. Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism
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Lim, Theodore, Louchart, Sandy, Suttie, Neil, Hauge, Jannicke Baalsrud, Stanescu, Ioana A., Bellotti, Francesco, Carvalho, Maira B., Earp, Jeffrey, Ott, Michela, Arnab, Sylvester, Brown, Damian, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Göbel, Stefan, editor, and Wiemeyer, Josef, editor
- Published
- 2014
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137. Rationale for "Liking" on Social Networking Sites.
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Dhir, Amandeep, Khalil, Ashraf, Kaur, Puneet, and Rajala, Risto
- Abstract
The " like " feature is popularly utilized by online social media users for different reasons including socializing, giving feedback and giving or seeking attention as well as for pure affection. The " like " function is a gamified element of social networking sites used billions of times per day. Despite its widespread use in the social media space, little is known about the different factors that influence Facebook users' " like " continuation intention or the game mechanics of " like. " To address this relevant issue, a cross-sectional survey was administered with 728 adolescent Facebook users (12–18 years old). This study utilized the theory of planned behavior to investigate the role of attitude (hedonic motivation, reciprocal benefit, and social presence), subjective norms (primary influence and secondary influence), and perceived behavioral control (self-efficacy and habit) in influencing the continuation intention of " like " as well as the influence of self-efficacy and habit on the game mechanics of " like. " This investigation addresses the urgent need to understand better the postadoption issues as well as the intentions to use specific features of social media. The results suggest that social presence, primary and secondary influence, self-efficacy, and habit significantly predicted Facebook " like " continuation intention. Furthermore, self-efficacy and habit significantly predicted the game mechanics of " like. " Different theoretical and practical implications of the study are presented and discussed in light of prior information systems literature. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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138. Game mechanics and aesthetics differences for tangible and intangible goods provided via social media.
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HAZIRI, Fortesa, CHOVANCOVÁ, Miloslava, and FETAHU, Faton
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SOCIAL media ,AESTHETICS ,CHI-squared test ,GAMIFICATION ,PRIVATE companies - Abstract
Companies aspire to fulfil consumers' needs, wants and desires by offering products and services. Due to globalization and digitization, the world became a small village by facilitating the obtainability of products/services across the globe. Furthermore, the online purchasing via social platforms mirrors the traditional purchasing process. Gamification, game techniques and elements have been employed in the different domain for engaging and motivating consumers, students, endusers in numerous countries and cultures. Gamification is considered the appliance of game techniques and game elements in the non-game environment. It's been adjusted in different models founded as a need to explore and explain variables, phenomena and theories. Game mechanics as one of the game elements are applied in different disciplines to achieve better performance, fruitful collaboration, active and enthusiastic participation, creating enjoyable, pleasurable and entertaining environment. Aesthetics are described as the sensory part that game evoke within the player. To identify the differences within consumers who purchase via social media when game mechanics and aesthetics are applied, the chi-square test for independence has been employed. The results estimate that the association between products and services as variables is not statistically significant and the relationship between them is weak or moderated. The findings of this research are useful for private companies and other interested stakeholders. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
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139. Enterprise gamification systems and employment legislation: a systematic literature review.
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Hinton, Sean, Wood, Lincoln, Singh, Harminder, and Reiners, Torsten
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GAMIFICATION ,META-analysis ,LITERATURE reviews ,EMPLOYEE motivation ,ENTERPRISE resource planning ,THEMATIC analysis ,EMPLOYMENT - Abstract
A recent innovation in employee motivation systems is the introduction of 'gamification', which refers to the use of game design mechanics and principles to influence behaviour to enhance staff motivation and engagement. Enterprise gamification systems aggravate the differences in information availability between employers and employees, and employees who may be forced to adopt such systems may be placed under stress, worsening employment relationships in the workplace. Therefore, this research examines the potential legal implications of gamified employee motivation systems. This study undertook a systematic review of enterprise gamification and then used thematic analysis coupled with a review of legislation to examine whether gamification in workplaces meets the legal obligations of employers under their 'duty of good faith' in the New Zealand context. We find that carefully designed enterprise gamification systems should provide sufficient information and clarity for employees and support positive employment relationships. Deployments of enterprise gamification systems should be carefully planned with employee consultation and feedback supporting the introduction of an enterprise gamification system. Future research should look beyond the 'good faith' obligation and examine the relationship between gamification systems and the law on personal grievances. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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140. Video games and attitude change: A meta-analysis.
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Kolek, Lukáš, Ropovik, Ivan, Šisler, Vít, van Oostendorp, Herre, and Brom, Cyril
- Subjects
- *
VIDEO games , *ATTITUDE change (Psychology) , *IMPLICIT attitudes , *PUBLICATION bias , *STEREOTYPES , *EVERYDAY life - Abstract
• The first meta-analysis focused on narrative video games and changes in attitudes. • Narrative video games seem to affect players' attitudes. • Playing video games leads to changes in both explicit and implicit attitudes. • Our results also reveal several moderating effects, but the evidence is fragmented. • Findings suggest that video games shape how we think about the events they depict. Video games are increasingly portraying many topics that we face in our everyday lives. Yet we have only limited evidence about the way narrative games affect how we think about the topics they depict; in other words, about the link between these games and attitude change. Therefore, we conducted a meta-analysis of video games' effect on attitudinal change. The findings suggest that narrative video games affect players' attitudes towards the topics depicted in games. This effect was present in studies focused on changes in both implicit (g = 0.36, k = 18) and explicit attitudes (g = 0.24, k = 101). Longer intervention duration and game mechanics such as stereotyping and meaningful feedback resulted in larger implicit attitude change. Regarding the robustness of the underlying evidence, half of the included studies were judged to be at high risk of bias. On the other hand, the impact of publication bias in this literature was found to be negligible. Altogether, this meta-analysis provides evidence that video games shape how we think about topics they represent. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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141. Space Age Grand Narratives in Videogames
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Oлександр Горбань and Mark Maletsky
- Subjects
interactivity ,grand narrative ,videogame space ,B1-5802 ,cosmos ,outer space ,videogame ,Philosophy (General) ,space age ,game mechanics - Abstract
The phenomenon of outer space has become ingrained in the various levels of human culture. A feature of modern views on the phenomenon of outer space is its human-sizedness. It consists in a person’s subjective cultural experience of their relationship to outer space and allows the modeling of possible future states of outer space on the basis of comprehending the regularities of its development. With the beginning of the Space Age, the peculiar “accessibility” of space gives rise to new forms of cultural development of this phenomenon, where videogames occupy an important place since they allow a person to freely fulfill their most daring cosmic fantasies. The problem of representing outer space in videogames remains insufficiently studied. The authors’ hypothesis is that videogames reflect not only the physical characteristics of space, but also the grand narrative of space exploration and the unity of mankind in the implementation of the global task of space exploration. The authors have concluded that the grand narrative of space exploration is largely legitimized through videogames. The perception of reality, patterns of behavior, and a view on culture and science are formed through videogames. The legitimization of technical and social progress as a way to achieve significant success in space expansion is observed in most videogames where “outer space” is not only the setting, but also a part of the game mechanics. Interactivity as a central feature of the videogame phenomenon allows not only to describe and explain the idea of the physical properties of outer space or the operation of devices and mechanisms in these conditions, but also to participate directly in the development of such devices, as well as to be involved in simulators of real stay in space conditions.
- Published
- 2022
142. The role of informational feedback as a game mechanic on user perceptions, attitudes and the intention to continue using a gamified Health Behaviour Change Support System
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Manu Melwin Joy, Anoop George, and Sebastian Joy Panattil
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Marketing ,Game mechanics ,business.industry ,media_common.quotation_subject ,Health Behavior ,Applied psychology ,User perception ,Health behaviour ,Health related ,Intention ,Feedback ,Attitude ,Perception ,General Health Professions ,Health care ,Humans ,Support system ,Technology acceptance model ,Psychology ,business ,Life Style ,media_common - Abstract
Gamification's widespread application across industries has demonstrated its usefulness as a user engagement strategy. In the healthcare sector, the impact of lifestyle diseases has seen the need for modifying health-related behaviours. Health Behaviour Change Support Systems (HBCSS) enhanced with gamification features seek to help users achieve their health related goals. Adapting the Technology Acceptance Model, the role of informational feedback as a game mechanic in influencing perceptions, attitudes and continued usage intentions towards the gamified HBCSS is assessed. The results show a strong influence of attitude towards informational feedback afforded on the continued use intentions of the user.
- Published
- 2021
143. Identidades em jogo: o papel dos desenvolvedores no processo de formação de identidades em jogos digitais
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Menezes, Helena Carvalhais
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Jogos digitais ,Game Rules ,Construção de Identidades ,Digital Games ,Game Mechanics ,Mecânicas de Jogo ,Regras do Jogo ,Building of Identities - Abstract
This paper will study the projective identity's building process inLittlewood, a digital game created by Sean Young and published bySmashGames. According to the American researcher James Paul Gee, the projective identity is built inside the game in consequence of the interaction between the player (actual world) and the character (digital world). The goal of this research is to show by a case study how fundamental is the role of the creators during the composition of that identity since they are the ones who determine the rules of the game and offer the operative tools the player uses to interact with the digital world. Neste artigo, será estudado o processo de construção de identidades projetivas em Littlewood, um jogo digital criado por Sean Young e publicado pela SmashGames. Segundo o pesquisador estadunidense James Paul Gee, a identidade projetiva é aquela construída dentro do jogo em consequência da interação entre o jogador (mundo concreto) e a personagem (mundo digital). A proposta deste artigo é mostrar por meio de um estudo de caso que o papel dos desenvolvedores é fundamental durante a gênese dessa identidade, já que são eles quem determinam as regras do jogo e disponibilizam as ferramentas práticas que o jogador utiliza para interagir com o mundo digital.
- Published
- 2022
144. Iterative Prototyping of Urban CoBuilder: Tracking Methods and User Interface of an Outdoor Mobile Augmented Reality Tool for Co-Designing
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Hyekyung Imottesjo, Liane Thuvander, Monica Billger, Peter Wallberg, Gustav Bodell, Jaan-Henrik Kain, and Stig Anton Nielsen
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outdoor mobile augmented reality ,iterative prototyping ,user experience ,user interface ,game mechanics ,collaborative urban designing ,Technology ,Science - Abstract
This research presents results from a study developing a smartphone app, Urban CoBuilder, in which citizens can collaboratively create designs for urban environments using augmented reality technology and game mechanics. Eight prototypes were developed to refine selected design criteria, including tracking strategies, design elements, user experience and the interface with game mechanics. The prototypes were developed through an iterative design process with assessments and incremental improvements. The tracking was especially challenging and using multiple bitonal markers combined with the smartphone’s gyroscope sensor to average the user position was identified as the most suitable strategy. Still, portability and stability linked to tracking need to be improved. Design elements, here building blocks with urban functions textures, were realistic enough to be recognizable and easy to understand for the users. Future studies will focus on usability tests with larger user groups.
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- 2020
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145. Game-Based IL Instruction – A Journey of Knowledge in Four Acts
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Knautz, Kathrin, Orszullok, Lisa, Soubusta, Simone, Kurbanoğlu, Serap, editor, Grassian, Esther, editor, Mizrachi, Diane, editor, Catts, Ralph, editor, and Špiranec, Sonja, editor
- Published
- 2013
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146. Motivation-Based Game Design: A Framework for Evaluating Engagement Potential
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Butler, Charles, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Anacleto, Junia C., editor, Clua, Esteban W. G., editor, da Silva, Flavio S. Correa, editor, Fels, Sidney, editor, and Yang, Hyun S., editor
- Published
- 2013
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147. Exploring Opponent Formats : Game Mechanics for Computer-Supported Physical Games
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Jensen, Mads Møller, Rasmussen, Majken Kirkegaard, Grønbæk, Kaj, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Anacleto, Junia C., editor, Clua, Esteban W. G., editor, da Silva, Flavio S. Correa, editor, Fels, Sidney, editor, and Yang, Hyun S., editor
- Published
- 2013
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148. Building Internal Enthusiasm for Gamification in Your Organization
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Webb, Erika Noll, Cantú, Andrea, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, and Kurosu, Masaaki, editor
- Published
- 2013
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149. Gamification: When It Works, When It Doesn’t
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Webb, Erika Noll, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, and Marcus, Aaron, editor
- Published
- 2013
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- View/download PDF
150. Improving the Efficiency of Automatic Knowledge Generation through Games and Simulations
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Floryan, Mark, Woolf, Beverly Park, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Goebel, Randy, editor, Siekmann, Jörg, editor, Wahlster, Wolfgang, editor, Lane, H. Chad, editor, Yacef, Kalina, editor, Mostow, Jack, editor, and Pavlik, Philip, editor
- Published
- 2013
- Full Text
- View/download PDF
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