13,089 research outputs found
Exerting self-control induces a narrow mindset.
Self-control theories have focused on various aspects of the processes involved in exerting self-control. In the present paper, we intend to add to this literature by demonstrating that exerting self-control leads one to narrow one's attention and cognition, inducing a narrow mindset. We demonstrate this in three studies. Participants who exerted self-control applied a narrower view (Study 1), applied a narrower categorization (Study 2), and used more concrete language (Study 3) than participants who did not exert self-control. Results are discussed in light of the possibility that a narrow mindset enhances performance on the self-control task at hand at the cost of poorer performance on other tasks.Self-control; Theory; Processes; Cognition; Performance; Consumer behavior;
Towards understanding balancing in exertion games
Playing exertion games with others can be engaging. However, players with different physical skill levels competing against each other can experience reduced engagement because they are either not challenged enough, or challenged too much. Balancing methods can address this; however, there is only limited understanding of balancing in exertion games. In this paper, we identify two distinct dimensional balancing techniques: "internal adjustment" and "external adjustment". We report results from a study where we measured player engagement after applying these adjustments to a digital table tennis game and the traditional table tennis game, finding two disengagement factors: "unexpected physical challenges" and "unacceptable competitive advantage". Based on these factors we derived a set of exertion game design considerations. We conclude that applying digital technology to a physical game can change the required skill level to play the game, and this can affect the impact of these adjustments on player engagement. These results enhances our understanding of balancing in exertion games, supporting the benefits of playing exertion games with others
Designing wheelchair-based movement games
People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair
Expanding exertion gaming
While exertion games - digital games where the outcome is determined by physical exertion - are of growing interest in HCI, we believe the current health and fitness focus in the research of exertion games limits the opportunities this field has to offer. In order to broaden the agenda on exertion games, we link the existing fields of sports and interactive entertainment (arguing these fields have much to offer) by presenting four of our own designs as case studies. Using our experiences with these designs we highlight three key strategies to guide designers in the creation of richer exertion game experiences: designing a temporal trajectory through games with reference to the way exertion changes over time, designing for the inevitable and not necessarily negative effects of pain in exertion games, and designing for the highly socially situated nature of exertion gaming
Bubble popper: considering body contact in games
Exertion games, digital games that involve physical effort, are becoming more popular. Although some of these games support social experiences, they rarely consider or support body contact. We believe overlooking body contact as part of social play experiences limits opportunities to design engaging exertion games. To explore this opportunity, we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without the need to sense body contact. Through reflecting on our design and analyzing observations of play we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display can have on body contact. Our results aid game designers in creating engaging exertion game experiences by guiding them when considering body contact, ultimately helping players benefiting from more engaging exertion games
Are We in Flow? Measuring and Supporting Simultaneous Flow in Duos of Elderly Cyclists
Cyclists can experience psychological flow while cycling. Experiencing flow simultaneously is foundational to reaching shared flow in groups, which has unique and highly desirable characteristics. Notably, in research on affective computing and cycling experience, very little is known about flow in duos of cyclists. To address this knowledge gap, this study investigates if and how simultaneous flow (SF) during cycling experiences can be measured via sensor data and supported by personalizing assistance levels of e-bike motors. We collected heartrate, cadence, and position data, as well as self-reports of individual flow, from 10 duos of elderly cyclists, a demographic with increasing e-bike usage. Our XGBoost and Shapley values analysis shows that SF can be identified in heart rate, cadence, and position data. The personalization of motor assistance seemed to disrupt SF in our sample, possibly because our duos were well-adjusted already. Our findings support the development of real-time, objective identification of SF, which helps expert evaluations and biofeedback systems. Altogether, to the best of our knowledge, this is the first study to offer a valuable and innovative approach for measuring and supporting SF
Augmenting traditional playground games to enhance game experience
Technology can provide engaging game experiences. However, it can also decrease the exhibition of essential play behavior such as social interaction and physical activity. In this paper, we discuss how the Interactive Tag Playground (ITP) can enhance the traditional tag game experience by making it more enjoyable and immersive without sacrificing social and physically active behavior. Additionally, we also show it can double as a research tool to analyze player behavior using data obtained in-game. These conclusions are derived from a user study and behavior analysis of participants playing traditional and interactive tag game sessions. The findings lead us to believe that the ITP can provide an engaging tag experience while facilitating the analysis of player behavior and promoting key aspects of play
Talking to the Empowered Consumer Dealing with the Shift of Power
The concept of the empowered consumer cannot be considered as a field of exact scientific
research yet. Nevertheless, it has become part of scholars’ interest and gains more and more
importance in the research of organisational relationships with customers. It is suggested that
two influencing criteria are especially at the forefront: The emergence of the Internet, which
effected that barriers to collect and to disseminate information across boundaries were
decisively reduced. As a consequence consumers could organise globally and collect and
exchange information and experiences about organisations and their products. Furthermore,
flexible interactivity between companies and consumers, but particularly from consumers to
consumers enable direct interaction changing many previously established rules of doing
business. Due to these new opportunities new business models developed and the proposition
is that intangible values such as reputation gained even more importance and influence
tangible outcomes.
Suggestions are that 1.), this concept links communication, corporate behaviour and
legitimacy of activities influencing reputation as a driver of value. 2.), reputation as a
corporate asset can be managed but it is beyond the pure control of an organisation. 3.),
reputation is part of public perception, which an organisation has to build, maintain and
expand depending on communicative abilities and willingness to accept consumers as a centre
of power. The following discussion will present Grunig et al.’s communication model
explaining changed organisational challenges. It is put forward as a framework for marketing
for times in which online opportunities added to the earlier b2b and b2c models c2c and P2P
considerations and architectures.
The annual studies of the market research institute puls undertaking regular representative
research among German consumers since November 2005 will present evidence for the
relationship of improved prices, which may be achieved, and the perception a firm possesses.
This paper deals mostly with German examples and data, but the hypothesis is that a) the
general situation in other Western countries is alike, but needs b) specific additional research,
since cultural differences are expected to have a considerable influence, especially when
criteria such as individualist and collectivist organisation of society and high and low context
communication styles are involved. Hence, the results of the same study in different countries
are therefore expected to present some variation.
Additionally, the Cluetrain Manifesto challenges corporate behaviour of those companies still
believing to have the ability to control information disseminated by and written about it.
Examples provided will support the hypothesis that powerful consumers may have significant
impact on organisational behaviour, decision-making and outcomes.
Keywords: Empowered Consumer Concept, Symmetric Two-way communication,
Reputation, c2c, P2
Balance ninja: towards the design of digital vertigo games via galvanic vestibular stimulation
Vertigo – the momentary disruption of the stability of perception – is an intriguing game element that underlies many unique play experiences, such as spinning in circles as children to rock climbing as adults, yet vertigo is relatively unexplored when it comes to digital play. In this paper we explore the potential of Galvanic Vestibular Stimulation (GVS) as a game design tool for digital vertigo games. We detail the design and evaluation of a novel two player GVS game, Balance Ninja. From study observations and analysis of Balance Ninja (N=20), we present three design themes and six design strategies that can be used to aid game designers of future digital vertigo games. With this work we aim to highlight that vertigo can be a valuable digital game element that helps to expand the range of games we play
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