6 research outputs found
The Impact of User-Generated Interfaces on the Participation of Users with a Disability in Virtual Environments: Blizzard Entertainment\u27s World of Warcraft Model
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. A rubric was also created to study a selection of addons for evidence of the principles of Universal Design for Learning (UDL). The study found that World of Warcraft players with disabilities do not use addons more than able-bodied players, but some of the most popular addons do exhibit many or most of the principles of UDL. UDL principles appear to have emerged organically from addon iterations over time. The study concludes by suggesting that the same approach to user-generated content for the game interface taken by the creators of World of Warcraft, as well as high user investment in the environment, can lead to more accessible virtual world learning environments in the future
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The presentation of self in Massively Multiplayer Online games
This thesis examined the presentation of self in Massively Multiplayer Online games, to investigate how players create and maintain versions of self in these environments. Key research questions concerned the motivation for engaging in these behaviours, the impact of such activities on their offline lives and for those that did not engage in the active presentation of self, why they did not do this. There were three studies in the thesis, employing a combination of qualitative and quantitative methods. The first study consisted of interviews (n=29), analysed using Grounded theory, and the second an online focus group (n=13 participants) explored using thematic analysis. These results were combined to create a theoretical model for the presentation of self in MMOs. Based on these concept statements a third study (n=408) was created, using an online questionnaire design. Results indicated that a five factor model was the most satisfactory means of explaining the presentation of self in MMOs – with Presentation of the Existing Self, Social Interaction, Gaming Aesthetics, Presenting Different Sides of the Self, and Emotional Impact as the salient factors
The use of virtual reality to promote the practice of physical activity
La práctica de la actividad física (AF) tiene indudables beneficios para la salud física y mental de las personas. Sin embargo, una gran parte de la población no cumple con los mínimos recomendados. Existen diferentes barreras hacia la práctica de la AF, entre las que se encuentran las interpersonales y la existencia de recursos prácticos y materiales como el tiempo y los recursos económicos. Además, existen otras barreras relacionadas con el yo (por ejemplo, la falta de confianza en las propias habilidades, los sentimientos de incomodidad durante la AF, la falta de motivación y la conciencia de sí mismo sobre el cuerpo y la apariencia física). La realidad virtual (RV) ha demostrado ser útil para combatir esos obstáculos. Que la RV es una herramienta útil para mejorar la AF parece ser una afirmación consistente y concluyente. Sin embargo, en relación con su influencia sobre variables psicológicas y fisiológicas todavía hay cuestiones por resolver. En los últimos años se ha puesto de relieve el papel de las representaciones virtuales del yo (por ejemplo, los avatares) en los entornos de RV. Parece que la apariencia física del avatar es un factor clave a tener en cuenta. Sin embargo, los estudios son escasos y sus resultados no son concluyentes. Esta tesis tiene varios objetivos. En primer lugar, validar el Cuestionario de Regulación del Comportamiento en el Ejercicio (BREQ-2) en la población adolescente española y analizar el papel de la motivación en la práctica de la AF. En segundo lugar, analizar la influencia de los entornos de RV y las representaciones virtuales de los usuarios en la práctica de AF y las intervenciones específicas diseñadas para promover este comportamiento. Para ello, se llevaron a cabo cuatro experimentos. El estudio 1 tiene como objetivo validar la estructura psicométrica BREQ-2 para confirmar la existencia de cinco niveles de motivación hacia la AF en la población adolescente española; así como analizar las diferencias en la motivación de acuerdo al sexo y la edad; y el papel de la edad y el sexo en la relación entre la motivación y el disfrute. Los estudios 2, 3 y 4 se centran en analizar cómo la RV puede promover la práctica de la AF. Los resultados muestran que (1) el cuestionario BREQ-2 es una herramienta útil para medir la motivación hacia la AF en la población española. Esta tesis confirma que la motivación hacia la AF es una variable a tener en cuenta para entender el comportamiento de la AF; (2) los ambientes de RV son efectivos para manipular la retroalimentación recibida durante una tarea de AF y, consecuentemente, su influencia en las respuestas de AF; (3) los modelos de avatares virtuales pueden fomentar la AF. Una vez más, se destaca la importancia de la personalización de los avatares utilizados en las intervenciones destinadas a aumentar la práctica de AF; (4) la breve intervención en línea utilizada en esta tesis fue eficaz en el aumento de la práctica de AF en las mujeres con sobrepeso; y (5) la manipulación de las dimensiones corporales de los avatares no mejora las intervenciones en las mujeres con sobrepeso. Esta tesis destaca el papel de la motivación en la comprensión del comportamiento de la práctica de AF y el uso de la RV para promover la práctica de AF.The physical activity (PA) practice has undoubted benefits on the physical and mental health of individuals. However, a large part of the population does not meet the recommended minimums. There are different barriers to the PA practice among which are interpersonal and the existence of practical and material resources such as time and economic resources. In addition, there are other barriers related to the self (e.g., lack of confidence in one's abilities, feelings of discomfort during PA, lack of motivation, and self-awareness about the body and physical appearance). Virtual reality (VR) has proven to be a useful tool in combating these obstacles. That VR is a useful tool to enhance PA seems to be a consistent and conclusive statement. However, in relation to its influence on psychological and physiological variables there are still questions to be resolved. During the last few years, the role of virtual representations (e.g., avatars) of the self in VR environments has been highlighted. It seems that the physical appearance of the avatar is a key factor to take into account. However, studies are scarce and their results inconclusive. This thesis has several purposes. Firstly, to validate the Behavioural Regulation in Exercise Questionnaire (BREQ-2) in the Spanish adolescent population and to analyze the role of motivation in the PA practice. Secondly, to analyze the influence of VR environments and virtual representations of users on PA practice and specific interventions designed to promote this behavior. To do so, four experiments were carried out. Study 1 aims to validate the psychometric structure BREQ-2 to confirm the existence of five levels of motivation towards PA in the Spanish adolescent population; as well as to analyze the differences in motivation according to sex and age; and the role of age and sex in the relationship between motivation and enjoyment. Studies 2, 3 and 4 focus on analyzing how VR can promote PA practice. The results show that (1) the BREQ-2 questionnaire is a useful tool to measure motivation towards PA in the Spanish population. This thesis confirms that motivation towards PA is a variable to be taken into account in order to understand PA behavior; (2) VR environments are effective in manipulating the feedback received during a PA task and, consequently, its influence on PA responses; (3) the virtual avatar models can to encourage PA. Once again, the importance of customizing avatars used in interventions aimed at increasing PA practice is highlighted; (4) the brief online intervention used in this dissertation was effective in increasing PA practice in overweight women; and (5) the manipulation of the body dimensions of avatars does not improve the interventions in overweight women. This thesis highlights the role of motivation in understanding PA practice behaviour and the use of VR to promote PA practice
Capturing Behaviour for the Use of Avatars in Virtual Environments
Avatars, representations of people in virtual environments, are subject to human control. However, for most applications, it is impractical for a person to directly control each joint in a complex avatar. Rather, people must be allowed to specify complex behaviours with simple instructions and the avatar permitted to select the correct movements in sequence to execute the instruction. This requires a variety of technologies that are currently available. Human behaviour must be captured and stored it so that it can be retrieved at a later time for use by the avatar. This has been done successfully with a variety of haptic interfaces, with visual observation of human head movements, and with verbal behaviour in natural language applications. The behaviour must be broken into atomic actions that can be sequenced with a regular grammar, and an appropriate grammar developed. Finally, a user interface must be developed so that a person can deliver instructions to the avatar