20,745 research outputs found

    Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me

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    In this paper we describe the fundamentals of affective gaming from a physiological point of view, covering some of the origins of the genre, how affective videogames operate and current conceptual and technological capabilities. We ground this overview of the ongoing research by taking an in-depth look at one of our own early biofeedback-based affective games. Based on our analysis of existing videogames and our own experience with affective videogames, we propose a new approach to game design based on several high-level design heuristics: assist me, challenge me and emote me (ACE), a series of gameplay "tweaks" made possible through affective videogames

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    On Passion and Sports Fans:A Look at Football

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    The purpose of the present research was to test the applicability of the Dualistic Model of Passion (Vallerand et al., 2003) to being a sport (football) fan. The model posits that passion is a strong inclination toward an activity that individuals like (or even love), that they value, and in which they invest time and energy. Furthermore, two types of passion are proposed: harmonious and obsessive passion. While obsessive passion entails an uncontrollable urge to engage in the passionate activity, harmonious passion entails a sense of volition while engaging in the activity. Finally, the model posits that harmonious passion leads to more adaptive outcomes than obsessive passion. Three studies provided support for this dualistic conceptualization of passion. Study 1 showed that harmonious passion was positively associated with adaptive behaviours (e.g., celebrate the team’s victory), while obsessive passion was rather positively associated with maladaptive behaviours (e.g., to risk losing one’s employment to go to the team’s game). Study 2 used a short Passion Scale and showed that harmonious passion was positively related to the positive affective life of fans during the 2006 FIFA World Cup, psychological health (self-esteem and life satisfaction), and public displays of adaptive behaviours (e.g., celebrating one’s team victory in the streets), while obsessive passion was predictive of maladaptive affective life (e.g., hating opposing team’s fans) and behaviours (e.g., mocking the opposing team’s fans). Finally, Study 3 examined the role of obsessive passion as a predictor of partner’s conflict that in turn undermined partner’s relationship satisfaction. Overall, the present results provided support for the Dualistic Model of Passion. The conceptual and applied implications of the findings are discussed

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    When we should worry more: Using cognitive bias modification to drive adaptive health behaviour

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    A lack of behavioural engagement in health promotion or disease prevention is a problem across many health domains. In these cases where people face a genuine danger, a reduced focus on threat and low levels of anxiety or worry are maladaptive in terms of promoting protection or prevention behaviour. Therefore, it is possible that increasing the processing of threat will increase worry and thereby enhance engagement in adaptive behaviour. Laboratory studies have shown that cognitive bias modification (CBM) can increase or decrease anxiety and worry when increased versus decreased processing of threat is encouraged. In the current study, CBM for interpretation (CBM-I) is used to target engagement in sun protection behaviour. The goal was to investigate whether inducing a negative rather than a positive interpretation bias for physical threat information can enhance worry elicited when viewing a health campaign video (warning against melanoma skin cancer), and consequently lead to more adaptive behaviour (sun protection). Participants were successfully trained to either adopt a positive or negative interpretation bias using physical threat scenarios. However, contrary to expectations results showed that participants in the positive training condition reported higher levels of worry elicited by the melanoma video than participants in the negative training condition. Video elicited worry was, however, positively correlated with a measure of engagement in sun protection behaviour, suggesting that higher levels of worry do promote adaptive behaviour. These findings imply that more research is needed to determine under which conditions increased versus decreased processing of threat can drive adaptive worry. Various potential explanations for the current findings and suggestions for future research are discussed

    Contemplating Mindfulness at Work: An Integrative Review

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    Mindfulness research activity is surging within organizational science. Emerging evidence across multiple fields suggests that mindfulness is fundamentally connected to many aspects of workplace functioning, but this knowledge base has not been systematically integrated to date. This review coalesces the burgeoning body of mindfulness scholarship into a framework to guide mainstream management research investigating a broad range of constructs. The framework identifies how mindfulness influences attention, with downstream effects on functional domains of cognition, emotion, behavior, and physiology. Ultimately, these domains impact key workplace outcomes, including performance, relationships, and well-being. Consideration of the evidence on mindfulness at work stimulates important questions and challenges key assumptions within management science, generating an agenda for future research

    Characterizing player’s experience from physiological signals using fuzzy decision trees

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    Author manuscript, published in "IEEE Conference on Computational Intelligence and Games (CIG) 2010, Copenhagen : Denmark (2010)"In the recent years video games have enjoyed a dramatic increase in popularity, the growing market being echoed by a genuine interest in the academic field. With this flourishing technological and theoretical efforts, there is need to develop new evaluative methodologies for acknowledging the various aspects of the player’s subjective experience, and especially the emotional aspect. In this study, we addressed the possibility of developing a model for assessing the player’s enjoyment (amusement) with respect to challenge in an action game. Our aim was to explore the viability of a generic model for assessing emotional experience during gameplay from physiological signals. In particular, we propose an approach to characterize the player’s subjective experience in different psychological levels of enjoyment from physiological signals using fuzzy decision trees.In the recent years video games have enjoyed a dramatic increase in popularity, the growing market being echoed by a genuine interest in the academic field. With this flourishing technological and theoretical efforts, there is need to develop new evaluative methodologies for acknowledging the various aspects of the player’s subjective experience, and especially the emotional aspect. In this study, we addressed the possibility of developing a model for assessing the player’s enjoyment (amusement) with respect to challenge in an action game. Our aim was to explore the viability of a generic model for assessing emotional experience during gameplay from physiological signals. In particular, we propose an approach to characterize the player’s subjective experience in different psychological levels of enjoyment from physiological signals using fuzzy decision trees

    Play Experience Enhancement Using Emotional Feedback

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    Innovations in computer game interfaces continue to enhance the experience of players. Affective games - those that adapt or incorporate a player’s emotional state - have shown promise in creating exciting and engaging user experiences. However, a dearth of systematic exploration into what types of game elements should adapt to affective state leaves game designers with little guidance on how to incorporate affect into their games. We created an affective game engine, using it to deploy a design probe into how adapting the player’s abilities, the enemy’s abilities, or variables in the environment affects player performance and experience. Our results suggest that affectively adapting games can increase player arousal. Furthermore, we suggest that reducing challenge by adapting non-player characters is a worse design choice than giving players the tools that they need (through enhancing player abilities or a supportive environment) to master greater challenges

    Enhancing Student Engagement in Business Sustainability Through Games

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    Purpose: This practice-focused study explores the value students place on the Sustainable Strategies Game which seeks to improve student engagement in business sustainability through enhanced game-based learning. This game provides an alternative collaborative learning environment to the traditional instructivist approach in order to enrich Education for Sustainability learning experiences and enhance student engagement. Design/Methodology/Approach: Students’ reflections on their game-based learning experiences and suggestions for game development were collected through a short qualitative survey. Results are explored through three frameworks, the Multifaceted Student Value Model, the Dimensions of Engagement Framework and the UK Higher Education Authority Framework for Engagement Through Partnership. Findings: Research findings suggest the Sustainable Strategies Game provides game-based learning within Education for Sustainability that delivers ‘edutainment’ within an active, collaborative and experiential learning environment that the students value. It is also able to challenge thinking and emotionally engage students with the fundamentals of business sustainability. Reflection-on-action and the students’ role as co-researchers in game development allow students to become active participants in their learning as well as knowledge producers and evaluators. These outcomes deliver the UK Higher Education Authority’s core facets of student engagement through partnership. Research limitations/implications: This practice-focused study presents the self-reported results of a one-time, small study which does not offer generalised, independently validated responses. However, the findings may be of interest to educators considering the adoption of game-based learning and those seeking new learning cultures for EfS. Practical Implications: Game-based learning and teaching approaches can achieve a learner-centred active, collaborative learning environment that enhances student engagement with business sustainability. Originality/Value: Experiences gained from this study should assist others in the implementation of game-based learning to engage students in business sustainability

    Tech for Understanding: An Introduction to Assistive and Instructional Technology in the Classroom

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    This paper examines the different types of assistive and instructional technology available to students who are classified with one or more of the thirteen disabilities outlined in the Individuals with Disabilities Education Act (referred to as, IDEA). While the roles of assistive and instructional technology are different, there are many instances where their uses may overlap. Thus, while these two categories will be discussed separately, it should be noted that some information may be applied to each category and more than one piece of technology. The purpose of this paper is to provide an introduction to the world of assistive and instructional technology for those who may be new to its concepts, particularly parents who have recently learned that their child may benefit from extra assistance and future educators who are interested in learning more about the devices they will be using to reach their students. Each of the thirteen disabilities will be discussed briefly, and then each disability will be assigned several types of assistive and instructional technology that serve it well. This will by no means be an exhaustive list of all types of technology available to teachers, parents, and students. However, it will attempt to provide a varied glimpse at some of the options that are available and how they may help children who are struggling to access the curriculum
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