169,951 research outputs found

    Volunteers and mega sporting events : developing a research framework

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    Interest in all aspects of the politics, financing, planning, management and operation of mega sporting events has been highlighted both by success stories and ongoing problems associated with Olympic Games, Football World Cups and other similar events. There is a growing literature that addresses these and related matters through both case history and comparative analyses. Within the context of mega sporting events, the issue of employment creation is an important motivator for host cities and features high on the political justification agenda for bids to host events. At the same time, the most significant working contribution to major mega events in sports, as in other areas, is provided by the very large numbers of volunteers who undertake tasks across the range of opportunities afforded by such events. Numbers of volunteers between 40,000 and 60,000 have been noted for some recent major events. Relatively little is known about these volunteers at mega sporting events and yet their contribution and wider impact is very significant, both to the events themselves and within the host community. This paper seeks to identify the evident gaps that exist in understanding areas such as what volunteers do at mega sporting events; who they are; what motivates them; how volunteering impacts upon their lives; what associated activities they do surrounding the event in the host city; and the extent to which volunteering is recidivistic. The paper concludes with the presentation of a tentative research framework agenda in order to guide future study of this important area

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    CGAMES'2009

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    Planning and Leveraging Event Portfolios: Towards a Holistic Theory

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    This conceptual paper seeks to advance the discourse on the leveraging and legacies of events by examining the planning, management, and leveraging of event portfolios. This examination shifts the common focus from analyzing single events towards multiple events and purposes that can enable cross-leveraging among different events in pursuit of attainment and magnification of specific ends. The following frameworks are proposed: (1) event portfolio planning and leveraging, and (2) analyzing events networks and inter-organizational linkages. These frameworks are intended to provide, at this infancy stage of event portfolios research, a solid ground for building theory on the management of different types and scales of events within the context of a portfolio aimed to obtain, optimize and sustain tourism, as well as broader community benefits

    A Classification of Scripting Systems for Entertainment and Serious Computer Games

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    The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive modification of existing games through scripting alone. While some of these game engines implement proprietary languages, others use existing scripting systems that have been modified according to the game engine's requirements. Scripting languages generally provide a very high level of abstraction method for syntactically controlling the behaviour of their host applications and different types of scripting system allow different types of modification of their underlying host application. In this paper we propose a simple classification for scripting systems used in computer games for entertainment and serious purposes

    Implications and Issues for London Site Residents

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    The Olympic Delivery Authority have agreed to undertake in the process of organizing the London 2012 Games, one of the biggest urban regeneration projects seen in Europe for many years, destined to create a new town the size of Exeter once the Games have finished (ODA, 2006). Through examining past Olympic Games, this paper explores some of the soft legacy implications of the London 2012 Games and in particular the fate of the only ‘residents’ being relocated from the Olympic Site, twenty-one traveller families. The paper concludes with a discussion on how legacy can be sustainable and for the benefit of the whole community rather than particular sections

    From Smart Cities To Playable Cities. Towards Playful Intelligence In The Urban Environment

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    In the last decade, we have seen the rise of urban play as a tool for community building, and city-making and Western society is actively focusing on play/playfulness and intelligent systems as a way to approach complex challenges and emergent situations. In this paper, we aim to initiate a dialogue between game scholars and architects. Like many creative professions, we believe that the architectural practice may benefit significantly from having more design methodologies at hand, thus improving lateral thinking. We aim at providing new conceptual and operative tools to discuss and reflect on how games and smart systems facilitate long-term the shift from the Smart Cities to the Playable one, where citizens/players have the opportunity to hack the city and use the smart city’s data and digital technology for their purposes to reactivate the urban environment

    Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

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    Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy
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