2,346 research outputs found

    Learning technology acceptance and continuance intention among business students: The mediating effects of confirmation, flow, and engagement

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    The emergence of mobile applications has opened the door to a new kind of information and communication technology tool and educational support which is vital for students’ positive learning behaviours. The aims of this study were to examine the effects of three mediators (confirmation, flow, and student engagement) on students’ learning technology acceptance and information systems continuance intention, and to explore the functions of these variables in the mediating process between learning technology acceptance and continuance intention. Using PROCESS macro program where the bootstrap confidence interval was adopted, a parallel multiple mediation model and a serial multiple mediation model were tested. Two of the three proposed hypotheses were supported. Business students’ confirmation and flow, elicited by the m-learning app, were two mediating factors with high ratios (0.6655, 95% CI = 0.2635 to 0.6085) of the overall indirect effect to the total effect, which related to students’ decisions in continuous usages of the technology. We concluded that the continuous use of the m-learning app was driven not only by students’ flexible thinking skills in accepting new learning technology, but also by a set of cognitive attributes reflecting users’ positive experiences with the system

    Understanding the Mobile Gaming Context and Player Behaviour: A Review and a Research Agenda

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    The technological developments in mobile network and mobile computing underpin the dominance of mobile games in the global games market. Extant literature has enriched our understanding on the antecedents of playing mobile games, yet we still lack a comprehensive portrait of this unique gaming context that is distinguished from the context of traditional computer or console gaming. In response, we conduct a literature review to review research gaps on extant mobile gaming literature. Through a review of 181 works, we propose a framework based on the environmental psychology theory to guide future research to investigate the mobile gaming context. Drawing on this framework, we elaborate a research agenda that proposes potential research questions for future research to study the impacts of 1) mobile game design features and mobile application usability, 2) the use context more broadly, and 3) subjective individual differences, on mobile game player’s gaming experience, continued playing intention and in-game purchasing

    Gamification of telematics data to enhance operators’ behaviour for improvement of machine productivity in loading cycles

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    Construction industry is suffering from low productivity rate in various projects such as excavation. Although this issue is discussed in literature and several approaches are proposed to address it, productivity rate is still low in construction industry compared to other domains like manufacturing. Three core components directly affect the overall productivity in construction sector, i.e. labour productivity, raw material productivity, and machine or equipment productivity. With a focus on construction machinery, three factors influence productivity at excavation sites; i.e. 1) machine-based productivity and its configuration, 2) site layout and environmental conditions, and 3) operators’ behaviour. Operators’ competence and motivation represent two key parameters that affect their behaviour. On one side, gamification has attracted a growing area of interest both in literature and practice, seeking to place a layer of entertainment and pleasure to the top of serious activities (with a focus on improving the applicant’s motivation and behaviour). On the other side, telematics systems are utilized to collect operational data of the machine, and calculate its productivity rate. Telematics data are presented to operators (via a built-in screen available in the cabin of the machine) to provide real-time feedback about machine performance. In addition, these data can support machine owners to perceive operators’ behaviour on a real-time basis. To conclude, telematics systems are providing real-time data which can be a great input into gamification. A guideline is proposed in this dissertation that helps gamification designers to develop more transparent gamification models. This guideline is utilized to introduce a gamification model that gamifies telematics data with a focus on enhancing operators’ behaviour (machine productivity) in loading and transferring activities. The model was implemented at two sites(one recycling and one mining site) and could encourage operators (who were operating wheel-loaders and dump-trucks) to prevent redundant activities like texting, phoning, and even eating while operating the machine. Subsequently, it enhanced overall machine productivity up to 37% during the site observation. To summarize, a gamified platform in which different operators from different organizations can share their achievements, or can get scored and ranked in a leader-board will potentially lead to a more proper operators’ behaviour at work and subsequently can improve overall productivity rate at construction sites

    Gamification of telematics data to enhance operators’ behaviour for improvement of machine productivity in loading cycles

    Get PDF
    Construction industry is suffering from low productivity rate in various projects such as excavation. Although this issue is discussed in literature and several approaches are proposed to address it, productivity rate is still low in construction industry compared to other domains like manufacturing. A gamified platform in which different operators from different organizations can share their achievements, or can get scored and ranked in a leader-board will potentially address this issue

    Exploring motivations, constraints, and perceptions toward sport consumers\u27 smartphone usage.

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    Today’s technology trend in the United States is influenced by the growing population of 182.6 million smartphone users (Statista Inc., 2015). The technology trend has also affected the sport consumption behaviors in terms of how they obtain information, share similar interests, and purchase goods in support of their fandom. The range of efforts varies depending on sport consumers’ level of fandom and their technological comfort level towards using a smartphone. Thus, understanding the relationship between sport and technology provides benefits for sport managers to discover innovative ways to further engage current fans and attract new consumers using smartphones. Considering the benefits associated with smartphone technology, the primary purpose of this study was to examine motivations, constraints, and technological perceptions toward smartphones as it relates to sport consumers’ fan identification. Specifically, the study examined (a) primary communication channels (b) factors that influence users (c) factors that prevent users from consuming sport (d) smartphonespecific technological perceptions, and (d) the differences in sport consumers’ motivations, constraints, and technological perceptions to follow sport based on sex, age, and fan identification, and (e) factors that predict actual usage, all based on sport consumers’ smartphone usage. Using a cross-sectional survey design, data were collected from the tech-savvy Amazon MTurk users (N = 372) living in the United States. The results of this study revealed three unique factors of motivations (i.e. intrinsic, social, diversion), three factors of constraints (i.e. personal, security, technology), and two factors of technological perceptions (i.e. hedonic, utilitarian) for smartphone usage in sport context. Among these factors, intrinsic motivations, personal constraints, hedonic perceptions and utilitarian perceptions were found to significantly predict actual usage. Further analysis also revealed that sport consumers’ behaviors significantly differed based on the level of fan identification (i.e. high or low). The sport consumers also identified that they connected to the official sites the most followed by sport-related apps, and social media sites. In sports they followed, NFL was ranked the highest, followed by MLB, and NCAA Football, and within these sports, they followed their favorite team the most, leagues the second, and players the third. The result of current study provided a holistic view towards understanding sport consumption behaviors by considering motivations, constraints, and technological perceptions associated with smartphone usage. The information captured in this study is particularly useful when designing a mobile marketing campaign to better engage current fans and attract new fans. In addition, sport managers will be able to further encourage sport consumers’ motivating factors, while reducing the constraining factors by considering technological perceptions of the smartphones. Furthermore, the current study’s proposed scale could be used to assess motivations, constraints, and technological perceptions associated with actual usage to reflect upon specific characteristics of the fan identification

    Demystifying the first-time experience of mobile games : the presence of a tutorial has a positive impact on non-expert players' flow and continuous-use intentions

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    ABSTRACT: The purpose of video game tutorials is to help players easily understand new game mechanics and thereby facilitate chances of early engagement with the main contents of one’s game. The mobile game market (i.e., phones and tablets) faces important retention issues caused by a high number of players who abandon games permanently within 24 h of downloading them. A laboratory experiment with 40 players tested how tutorial presence and player expertise impact on users’ psychophysiological states and continuous-use intentions (CUIs). The results suggest that in a simple game context, tutorials have a positive impact on non-expert players’ perceived state of flow and have no effect on expert players’ perceived flow. The results also suggest that flow has a positive impact on CUIs for both experts and non-experts. The theoretical contributions and managerial implications of these results are discussed

    Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis

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    Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills

    The Game Situation:An object-based game analysis framework

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    Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)

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    This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio
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