29 research outputs found

    Gamificação e cicloturismo sénior : design de uma app para a comunidade miOne

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    As the aging population continues to grow, there has been an increasing interest in the subject of gerontechnology. In the specific case of the digital game industry, senior citizens are becoming better consumers due to their purchasing power and free time, so it is important to focus on the role of games to their wellbeing and meet their needs and preferences. However, there is a general lack of information and products that address physical exercise in the interrelationship of cycling, tourism, games, gamification and senior citizens. The aim of this research is to understand the way gamification interventions can motivate senior citizens to adhere to cyclo-tourism. This dissertation reports on the use of the Development Research Method, deploying a broad array of methods, including focus groups, eye-tracking and interviews. A total of 46 participants (7 focus group participants, 8 participants in eye-tracking and 31 cyclists’ interviewees) were involved in this research. Based on the literature review, related work and the insights from each method, a cyclo-tourism digital app entitled Jizo was co-designed and prototyped. Findings indicate that certain gamification techniques and elements can trigger senior citizens’ motivations towards cyclo-tourism, being essential integrative parts of a digital app in this context. The elements highlighted were social relationships, progression, challenges, competition, feedback and rewards, having an important role in pre-, in loco and post- experience. These data support the view on gamification capability to motivate senior cyclo-tourism.Com o contínuo crescimento do envelhecimento da população, tem havido um interesse progressivo na área da gerontecnologia. No caso específico da indústria dos jogos digitais, os cidadãos seniores fazem parte de um grupo de consumidores com poder de compra e tempo livre, pelo que é essencial compreender o papel dos jogos digitais no seu bem-estar e atender às suas necessidades e preferências. No entanto, continua a prevalecer uma falta de informação e de produtos que abordam o exercício físico nas inter-relações entre o ciclismo, turismo, jogos, gamificação e cidadãos seniores. O objetivo desta investigação é compreender o uso de estratégias de gamificação para motivar os cidadãos seniores a aderirem ao cicloturismo. Esta dissertação reporta a utilização do Método de Investigação de Desenvolvimento, tendo como base os seguintes métodos: grupos de discussão, eye-tracking e entrevistas. Um total de 46 participantes (7 participantes de grupos de discussão, 8 participantes de eye-tracking e 31 ciclistas entrevistados) foram envolvidos nesta investigação. Após a revisão da literatura, trabalho relacionado, e os resultados obtidos de cada método, procedeu-se ao co-design e prototipagem uma app de cicloturismo designada Jizo. Os resultados indicam que certas técnicas e elementos da gamificação podem desencadear as motivações dos cidadãos seniores para o cicloturismo, além de serem partes essenciais e integrantes de um aplicativo deste contexto. Os elementos destacados foram as relações sociais, progressão, desafios, competição, feedback e recompensas, na medida em que eles têm um papel importante na pré, in loco e na pós-experiência. Estes dados suportam a ideia da capacidade da gamificação para motivar o cicloturismo sénior.Mestrado em Comunicação Multimédi

    Análisis de la aplicabilidad y utilidad del exergame y la gamificación en Educación Primaria: diseño e implementación desde la perspectiva de innovación educativa interdisciplinar

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    En la sociedad de la información y el conocimiento se están generando cada vez más rápido nuevos productos tecnológicos de la información y la comunicación, con posible aplicabilidad al sistema educativo. Ello requiere investigaciones que fundamenten y estudien en qué medida estos nuevos fenómenos tecnológicos pueden afectar a los planteamientos educativos, tanto a los métodos didácticos, como a los nuevos contenidos o materiales educativos. Se hace necesario analizar y estudiar en qué medida las innovaciones educativas que se proponen y aplican en la actualidad son adecuadas realmente para el ámbito de la educación. El objetivo de esta tesis doctoral ha sido conocer si la gamificación educativa como método didáctico y el exergame como material educativo son (o no) fenómenos útiles y aplicables desde la perspectiva educativa, añadiendo pruebas empíricas de tipo motriz, psicológico y neurofuncional mediante un experimento natural basado en el diseño e implementación de una intervención interdisciplinar de educación física y educación musical en el contexto escolar de primaria. La intervención educativa diseñada ha consistido en una innovación educativa basada en la arquitectura de gamificación «Mecánica-Dinámica-Estética» y en el exergame «Just Dance Now». Para conseguir el objetivo se han realizado cuatro estudios científicos basados en la misma innovación educativa implementada, desarrollados cada uno con diferentes metodologías, técnicas y variables. El primer estudio ha analizado de forma mixta cuantitativa-cualitativa la utilidad y aplicabilidad mediante el análisis de las consideraciones del alumnado y el profesorado participante respecto a los facilitadores, barreras y efectos de la intervención educativa, hallando que esta produce en el alumnado más diversión, más motivación, mayor afinidad por el baile, menor sentimiento de vergüenza hacia el baile, más inspiración y creatividad, más autonomía en el aprendizaje, y concienciación del exergame Just Dance Now como posibilidad de ocio digital alternativo. Por otro lado, ha permitido concluir que esta innovación educativa no ayuda a promocionar el trabajo en equipo en mayor medida que la enseñanza tradicional, y que no promueve el hábito de ejercicio físico en todo el alumnado, dado que depende de las preferencias y los hábitos previos especialmente asociados a los videojuegos y el ejercicio físico tradicional.El segundo estudio ha indagado de forma cuantitativa la utilidad de la intervención educativa mediante el análisis de efectos psicológicos en la motivación autodeterminada, el estado de flow, las necesidades psicológicas básicas, el compromiso hacia el aprendizaje, y el análisis de efectos psicomotrices en el ritmo, hallando que, respecto a una intervención educativo tradicional, aumenta en el alumnado la motivación intrínseca, reduce la regulación externa, aumenta la transformación en la percepción tiempo, potencia la experiencia autotélica, mejora las necesidades psicológicas básicas en conjunto, mejora la percepción de relaciones sociales, y aumenta el rendimiento académico asociado al ritmo corporal-musical y asociado al compromiso y comportamiento hacia el aprendizaje. También este estudio ha permitido concluir que la la intervención educativa innovadora no difiere respecto a una intervención educativa tradicional la desmotivación, el estado de flow disposicional, la percepción de autonomía y la percepción de competencia. El tercer estudio ha indagado de forma cuantitativa su utilidad mediante un análisis de efectos psicológicos asociados a la promoción del hábito de ejercicio físico, en comparación con la didáctica tradicional. Este estudio permite afirmar que la gamificación «Mecánica-Dinámica-Estética» y el exergame Just Dance Now generan más diversión durante las clases, más actitud positiva hacia los exergames y más intención de uso hacia los mismos, pero no genera directamente más intención hacia realizar ejercicio físico de forma tradicional (sin exergame), ni más motivación de logro.En conjunto, los cuatro estudios de la tesis doctoral han permitido dar luz científica y poner a prueba las altas expectativas que se conceden actualmente al potencial educativo de la gamificación y los exergames, aportando una visión mucho más prudente y escéptica respecto a las mismas. En este sentido, una innovación educativa para educación primaria que contemple la gamificación «Mecánica-Dinámica-Estética» como método educativo y el exergame «Just Dance Now» como herramienta es parcialmente aplicable en la actualidad, y solo más útil respecto a un programa educativo tradicional en algunas de las variables psicológicas, motrices y neurofuncionales contempladas, siendo indistinta en tantas otras. Por ello, se hacen necesarios nuevos estudios rigurosos que continúen avanzando en el conocimiento didáctico de las innovaciones educativas aplicadas en educación primaria. <br /

    TIPPING GUIDE:The Innovation Program's Perspective for the New Governance of Islands

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    Social gaming: A systematic review

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    Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes

    Personalized Care and Treatment Compliance in Chronic Conditions

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    People who have chronic diseases spend a significant amount of time in self-management in out-of-hospital environments, in their homes and in their community settings. These patients have different disease statuses and management requirements, so providing personalized care is key.Personalized care is a collaborative process that should be used in chronic condition management in which patients, caregivers, and healthcare providers identify and discuss problems caused by or related to the patient's condition and then develop plans and goals to empower patients.Personalized care can improve aspects of physical health, mental health, and the ability to self-manage conditions. Thus, a personalized care approach could greatly benefit patients with chronic conditions.In this book, we have included 20 articles that expand the current knowledge on the personalized care approach to diagnosing and treating chronically ill patients

    Med-e-Tel 2016

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    Cultural and Creative Industries A Path to Entrepreneurship and Innovation

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    Writing or editing a book on cultural and creative industries is not an easy task. The scope of these industries and the numerous topics discussed (or that could be discussed) by researchers is very broad. Adding the vast domains of entrepreneurship and innovation makes the task even more challenging but makes the whole endeavor much more signifcant and rewarding. Therefore, the editors and authors of the book have to be commended for undertaking this project. There was no hesitation from my side when José Álvarez-García from the University of Extremadura, Cáceres (Spain), asked me to review the book and to write its foreword. Cultural and creative industries are not only an important component of the economy, stimulating the cultural development and well-being of local communities, but also attract signifcant numbers of tourists and improve their destination experience. That is why researching the entrepreneurial and innovation aspects of cultural and creative industries is an important contribution to the body of knowledge. I approached the book from different angles. From a theoretical perspective, we can see that most of the chapters are directly related to core topics in cultural and creative industries research: the conceptual overview of cultural and creative industries; a bibliographic analysis of publications in the feld; the relationships between the level of transborder activity and the creative potential of different visual arts in Tijuana (Mexico); the entanglement of art, science, and social change in the art collective Torolab in Tijuana (Mexico); cultural, social, and sustainable entrepreneurship in Tibet; an analysis of the international institutions involved in creative tourism; and the role of a culinary arts school for developing innovative culinary skills. At the same time, other book chapters discuss topics that are more indirectly connected to creative and cultural industries, but nonetheless provide a special favor and richness to the theoretical content of the book and expand its theoretical scope beyond the traditional arrays of research in the feld of cultural and creative [email protected] vi industries. Such topics include innovation and creativity in mobile health applications; the role of creative industries, gamifcation, and technologies in promoting healthy lifestyles; evolution, innovation, and competitiveness of the craft beer industry in Baja California (Mexico); wine tourism in Bullas’ Wine Route in Murcia (Spain); and women’s participation in the wine industry in Baja California (Mexico). From a research methods perspective, we see that the authors approached the achievement of the aims and objectives of their research studies by adopting various research methods such as bibliographic analysis, qualitative studies (in-depth semistructured interviews, content analysis), or quantitative methods such as econometric modeling. The authors defnitely have a preference for qualitative methods, while quantitative methods for data analysis have received much less emphasis. Considering the aims and objectives of the book chapters, such choice seems logical and appropriate. From a geographical perspective, most of the chapters of the book have a clear focus on Mexico and other Spanish-speaking countries, with the exception of one chapter that discusses entrepreneurship in Tibet, China. Although a broader selection of countries would have added value to the book and would have increased its international appeal, the current empirical context contributes to our understanding of how cultural and creative industries shape the cultural and economic scape in the analyzed countries. From a destination management (tourism policy) perspective, the book gives tourism policy makers valuable insights into how to use cultural and creative industries to attract visitors to destinations and engage them in various activities in order to create memorable destination experiences. From a pedagogical perspective, the book would be a suitable addition to the reading lists for undergraduate and master courses on cultural studies, cultural and tourism anthropology, cultural and creative tourism, or special interest tourism. I trust the readers would enjoy the book and would fnd value in it chapters that could be referred to for research and/or used as teaching case studies. The ideas and problems set in the book could serve as frm groundwork for future studies as well. Enjoy
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