802 research outputs found

    Prosuming, or when customers turn collaborators: coordination and motivation of customer contribution

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    This article investigates the phenomenon of increasing integration of customers and users into the organizational creation of value, focusing primarily on the dissolving boundaries between production and consumption. Concepts such as "prosuming", the "working customer", "produsing" and "interactive value creation" have been used to describe this phenomenon. Within the framework of a research project at the Goethe-University Frankfurt/Main, this debate was investigated theoretically as well as empirically in three case studies. The research question is as follows: Why do customers participate in "new types of prosuming" or "interactive value creation" and how are these processes coordinated by the firms? The results show a considerable range of motives and forms of coordination: The customers’ primary motives to voluntarily assume tasks and activities were both intrinsic and extrinsic in nature. The organizational models identified range from strategies of rationalization to prosuming as a basic business model to the collaborative and interactive value creation between the company and the web-community

    Domino: exploring mobile collaborative software adaptation

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    Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between co–present users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use. Software components and usage histories are exchanged between mobile users who are in proximity with each other. We apply this architecture in a mobile strategy game in which players adapt and upgrade their game using components from other players, progressing through the game through sharing tools and history. More broadly, we discuss the general application of this technique as well as the security and privacy challenges to such an approach

    Using gaming paratexts in the literacy classroom

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    This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts

    Investigating Advances in the Acquisition of Secure Systems Based on Open Architecture, Open Source Software, and Software Product Lines

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    Naval Postgraduate School Acquisition Research Progra

    A collaborative framework for browser games development

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    This dissertation describes a conceptual model and prototype for a collaborative framework for browser games development using open source and open content. There is an extensive literature review exploring several areas like game development, modding, open source software development, open content and creative commons. The most relevant ideas about game development and collaboration are then used in defining the conceptual model of the framework with the objective of facilitating community creation and collaboration. Finally the implementation of prototype is explained in detail and the practical difficulties in implementing the conceptual model are addressed. This research shows that a collaboration framework for creating open source and open content browser games is possible and paves way for future studies about the community creation in this type of collaborative systems.Esta dissertação descreve um modelo conceptual e um protĂłtipo de um sistema colaborativo para o desenvolvimento de jogos no browser utilizando cĂłdigo aberto e conteĂșdos abertos. É feita uma revisĂŁo extensiva da literatura em vĂĄrias ĂĄreas como desenvolvimento de jogos, modding, desenvolvimento de software open source, conteĂșdos abertos e Creative Commons. As ideias mais importantes acerca do desenvolvimento de jogos, conteĂșdos e colaboração sĂŁo usadas para definir um modelo conceptual do sistema com o objectivo de facilitar a colaboração e criação de uma comunidade forte. Finalmente a implementação de um protĂłtipo do sistema Ă© explicada em detalhe e sĂŁo referidas as principais dificuldades prĂĄticas na implementação do modelo conceptual. Esta pesquisa mostra que Ă© possĂ­vel criar um sistema colaborativo para a criação de jogos como cĂłdigo e conteĂșdos abertos e abre caminho para futuros estudos sobre a criação de comunidades neste tipo de sistemas colaborativos

    The emergence of the exciting new Web 3.0 and the future of open educational resources

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    There is a general idea that video games can teach skills that are important in today’s society, namely: analytical thinking, construction of hypotheses, development of strategies, creativity, team building, multitasking, decision making and problem solving. This idea frequently extends to situations that involve some kind of stress and require fast decisions. On the other hand, there is a perception that e-learning can benefit from video games, specially because they can make complex subjects more interesting and are able to cope with up-and-coming learning profiles. Avatar-based worlds, such as Second Life, possibly will provide for a richer, more effective and more enjoyable experience for students. The materialization of the so-called Web 3.0 (Second Life, Divvio, Joost and VRML/X3D worlds) following the mainstream collaborative and social Web 2.0 (MySpace, Pandora, YouTube), seems to be marked by this mix of humanlike avatars, intelligent agents and rich multimedia features that live happily within interactive 3D environments. No matter how interesting this may be for education, more research and practical experience are needed to make clear which features of games and 3D worlds are more important for nowadays learning and in what ways we can test students on the skills they actually learn. This paper investigates emergent experiences involving multimedia, video games and 3D environments freely available on the Web, and explores new ways to make e-learning more effective in the future realm of Open Educational Resources.info:eu-repo/semantics/publishedVersio

    Biomodd: Exploring Relationships Between Biological, Electronic, And Social Systems Through New Media Art

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    This paper was written as part of the Marie Curie Initial Training Network FP7-PEOPLE-2013-ITN, CogNovo, grant number 604764. Permission to archive in Plymouth University’s institutional repository given by the ICERI2014 Technical Secretariat on 14 October 2015. See cover sheet of paper.Biomodd is a collaborative new media art project that explores the symbiosis between biological, electronic, and social systems. The project started in 2007 in the United States, and has since spawned multiple versions globally. The Philippine team was led by educators from the UP Open University, who organized a course on new media art practice as a springboard for exploring and developing the project. We discuss the imaginative and abstract relationships between biological, eletronic, and social systems that learners articulated over the course of the project. We describe how local, culturally-specific narrative elements were imaginatively integrated into the physical and interactive design of the installation, resulting in a technically complex, visually poetic expression of the relationship between nature, technology, and humans

    Education vs. Entertainment: A Cultural History of Children's Software

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted

    Modding the Apocalypse: (Re)Making Videogames as Post-Structuralist Free Play

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    This dissertation is about seeing videogames, and videogame design, through the lens of Gregory Ulmer ℱs electracy apparatus theory. Videogame modding is emphasized an electrate approach to intervening in existing media. Mods have the potential to make potent rhetorical arguments, but they are little-understood in the field of rhet-comp, and there are numerous obstacles to carving a space for them in academic curricula; nevertheless, they are an increasingly common form of participatory engagement that make use of a broad digital skillset. Modders fit into Gregory Ulmer ℱs electracy apparatus as egents ”agents of change in the Internet age ”and their playful appropriation of objects from various archives resembles the electrate genre of MyStory (personal alternative-history). By positioning modding as electrate composition praxis, a new gateway for academic game study and production is opened, one where play is integral to the process of knowledge formation. Fallout 4 (2016) serves as an example of a moddable game whose rhetorical affordances can be adapted to craft MyStories and MEmorials

    Modeling Urban Spaces with Cubes: Building analogue serious games for collaborative planning

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    Games are popular as ever. Professionals from every field are trying to build their serious games, combining engaging playability with simulation and learning outcomes. Urban planning is no exception. However, materializing these games is no easy task. We propose a serious game development process to combine modern board game mechanisms with realistic urban maps, profiting from the simplicity, flexibility, and collaboration dynamics analogue games provide. For this, we tested two collaborative games with architecture students. Although different, the games have similar core mechanical and economic systems, modelling urban zones with hexagons and squares. The experience revealed some pitfalls to avoid in game-based planning practice and helped to define a development process for serious games for urban planning
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