108 research outputs found

    A serious game about recycling rules

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    Nowadays serious games is one of the biggest existing industries and it is still growing steadily in many sectors. As a major subset of serious games, designing and developing virtual reality applications to support education or promote social behavior has become a promising frontier, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with several health conditions and different sensory, motor, and cognitive capabilities. In this paper, we provide an overview about a serious game with a perspective of virtual reality for social behavior. The work uses a serious game in an immersive learning environment for recycling learning. In order to improve the user experience the game was developed to work in a cave-like immersive environment, with natural interaction selective alternative. The game includes static and dynamic 3D environments, allowing to share the experience of scenario navigation among users, even geographically distributed.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    A serious game about recycling rules

    Get PDF
    Nowadays serious games is one of the biggest existing industries and it is still growing steadily in many sectors. As a major subset of serious games, designing and developing virtual reality applications to support education or promote social behavior has become a promising frontier, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with several health conditions and different sensory, motor, and cognitive capabilities. In this paper, we provide an overview about a serious game with a perspective of virtual reality for social behavior. The work uses a serious game in an immersive learning environment for recycling learning. In order to improve the user experience the game was developed to work in a cave-like immersive environment, with natural interaction selective alternative. The game includes static and dynamic 3D environments, allowing to share the experience of scenario navigation among users, even geographically distributed.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    EVALUATION POLICY IMPACTS OF HOUSEHOLD WASTE MANAGEMENT IN PALEMBANG CITY

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    The question of household waste is a complex problem because it adversely affects society with its effects. In addition, lack of public understanding of the consequences that can be inflicted by household waste makes waste management increasingly difficult to be solved. This research aims to observe the policy evaluation impact of household waste management in Palembang City. The research method used by researchers is qualitative research. Data collection techniques through in-depth interviews, observations, and documentation, while supplemented with audio-visual material that allows it to be taken in that field. The finding shows that the domestic of waste management policy in Palembang City has not run effectively. While, in the policy implementation of household waste management, it is necessary for community participation in handling the garbage that is found in its own home. The evaluation of the impact consisting of individual impact and society will be the high volume of household waste in Palembang City that can be solved by reducing the use of disposable goods and plastics. In addition, managed household garbage by doing garbage sorting that corresponds to the type and the formation of Garbage bank as a place to manage the garbage in recycling and economical value

    Face-the-Waste - Learning about Food Waste through a Serious Game

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    WEB SURVEY GAMIFICATION – INCREASING DATA QUALITY IN WEB SURVEYS BY USING GAME DESIGN ELEMENTS

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    Researchers and survey designers face the challenge of low data quality as web surveys are often not compelling. Thus, participants’ engagement declines while completing a survey resulting in participants tend to apply satisficing behavior (e.g., speeding, straight-lining) in order to complete the questionnaire or even break-off the completion of the questionnaire. Due to satisficing behavior, researchers are faced with the challenge of low data quality. Addressing this challenge, survey gamification promises to make web survey participation enjoyable, which might also engage participants to complete questionnaires by providing high-quality data. However, the research on the effects of gamifying web surveys (in particular on behavioral outcomes) is still inconclusive. Addressing this short-coming, we propose to examine the effects of two common game design elements – badges and a meaningful story – in an experimental study. Based on the theoretical background of gamification and the theory of cognitive absorption, we derive hypotheses and outline in detail our experimental design in this research-in-progress paper. Our proposed research study will contribute to research and practice by addressing an important challenge when conducting online surveys: the motivation to process surveys accurately

    Generating Personalized Challenges to Enhance the Persuasive Power of Gamification

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    While gamification is often effective in incentivizing behavioral changes, well-known limitations concern retaining the interest of players over the long term, and sustaining the new behaviors promoted through the game. To make the gamification user experience more varied and compelling, we propose an approach based on the Procedural Content Generation of personalized and contextualized playable units that appeal individually to each player. We have implemented this approach as a system that generates and recommends personalized challenges, based on the player’s preference, history, game state and performance, and we have evaluated it using a smart urban mobility game that proposed weekly challenges to hundreds of citizens/players

    Supporting users' influence in gamification settings and game live-streams

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    Playing games has long been important to mankind. One reason for this is the associated autonomy, as players can decide on many aspects on their own and can shape the experience. Game-related sub-fields have appeared in Human-Computer Interaction where this autonomy is questionable: in this thesis, we consider gamification and game live-streams and here, we support the users' influence at runtime. We hypothesize that this should affect the perception of autonomy and should lead to positive effects overall. Our contribution is three-fold: first, we investigate crowd-based, self-sustaining systems in which the user's influence directly impacts the outcome of the system's service. We show that users are willing to expend effort in such systems even without additional motivation, but that gamification is still beneficial here. Second, we introduce "bottom-up" gamification, i.e., the idea of self-tailored gamification. Here, users have full control over the gamification used in a system, i.e., they can set it up as they see fit at the system's runtime. Through user studies, we show that this has positive behavioral effects and thus adds to the ongoing efforts to move away from "one-size-fits-all" solutions. Third, we investigate how to make gaming live-streams more interactive, and how viewers perceive this. We also consider shared game control settings in live-streams, in which viewers have full control, and we contribute options to support viewers' self-administration here.Seit jeher nehmen Spiele im Leben der Menschen eine wichtige Rolle ein. Ein Grund hierfür ist die damit einhergehende Autonomie, mit der Spielende Aspekte des Spielerlebnisses gestalten können. Spiele-bezogene Teilbereiche werden innerhalb der Mensch-Maschine-Interaktion untersucht, bei denen dieser Aspekt jedoch diskutabel ist: In dieser Arbeit betrachten wir Gamification und Spiele Live-Streams und geben Anwendern mehr Einfluss. Wir stellen die Hypothese auf, dass sich dies auf die Autonomie auswirkt und zu positiven Effekten führt. Der Beitrag dieser Dissertation ist dreistufig: Wir untersuchen crowdbasierte, selbsterhaltende Systeme, bei denen die Einflussnahme des Einzelnen sich auf das Systemergebnis auswirkt. Wir zeigen, dass Nutzer aus eigenem Antrieb bereit sind, sich hier einzubringen, der Einfluss von Gamification sich aber förderlich auswirkt. Im zweiten Schritt führen wir "bottom-up" Gamification ein. Hier hat der Nutzer die volle Kontrolle über die Gamification und kann sie nach eigenem Ermessen zur Laufzeit einstellen. An Hand von Nutzerstudien belegen wir daraus resultierende positive Verhaltenseffekte, was die anhaltenden Bemühungen bestärkt, individuelle Gamification-Konzepte anzubieten. Im dritten Schritt untersuchen wir, wie typische Spiele Live-Streams für Zuschauer interaktiver gestaltet werden können. Zudem betrachten wir Fälle, in denen Zuschauer die gemeinsame Kontrolle über ein Spiel ausüben und wie dies technologisch unterstützt werden kann

    RECONCILING THE COMPETING PROCESSES IN A DIGITAL TRANSFORMATION TOWARDS SUSTAINABILITY

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