581 research outputs found

    The Effect of Mobile Gamification on Brand Loyalty

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    Financing local development through crowdfunding: An empirical analysis of social projects in Portugal

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    Crowdfunding (CF) is an increasingly attractive source to fund social projects. However, to our best knowledge, the study of CF for social purposes has remained largely unexplored in the literature. This research envisages a detailed examination of the role of CF on the early-stage of the social projects at regional level. By comparing the characteristics of the projects available in the Portuguese Social Stock Exchange (PSSE) platform with others that did not use this source of financial support, we explore its role on regional development. The results we got show that, in most cases, both PSSE and Non-Governmental Organizations projects complemented the services offered by the State or by the private sector. Furthermore, about a quarter of the projects present in PSSE operated in areas that were not being addressed neither by the services offered by the State nor by the ones of the private sector. The results attained show that more recent social ventures have a greater propensity to use PSSE. The same is find in those organizations which work closely with the target audience. We also observed that the use of PSSE was correlated with the geographical scope of the Social Venture. The circumstance of having the social organization acting at a local or regional level seems to be strongly associated with the possibility of using social crowdfunding for financing social projects

    Designing Location-based Games : How to support players’ social interaction, physical activity and learning about their local environment

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    The earliest academic studies on location-based games (LBGs) were conducted in the early 2000’s, but the recent upsurge in the popularity and success of commercial LBGs has created a need to re-examine the genre in light of new empirical evidence. In 2016, Pokemon GO brought the LBG genre into a spotlight by being downloaded hundreds of millions of times and generating over 4 billion USD in lifetime revenue to date. Since then, new games such as Jurassic World: Alive, The Walking Dead: Our World and The Witcher: Monster Slayer have emerged. Understanding phenomena related to LBGs is important for various stakeholders from game designers to urban designers and educators. In this dissertation we take an inductive approach to LBG design by gathering evidence from popular commercial LBGs with six original research articles (Studies I-VI). The studies focus on game mechanics that are unique to the LBG genre, and how reported positive outcomes of playing LBGs can be tied to these mechanics. Through the six studies we derive a game mechanics -focused design framework for LBGs, which we name the Triune PoI System, where PoI stands for point of interest. The system consists of three central components: exploration, discovery and navigation, and at the heart of these lies moving to trigger gameplay. The Triune PoI System highlights the importance of LBGs to provide multimodal motivation for players to move and play, and the crucial importance of the playing locations, the PoIs for scaffolding positive outcomes. We demonstrate how the following benefits of playing LBGs (1) physical activity; (2) social interaction; and (3) learning and discovery; are ultimately tied to the Triune PoI System (Studies I-IV). We also investigate the effects of aggressive marketing and LBG game mechanics on players’ well-being (Study V). Here we identify that aggressive marketing can exhaust players, but that the overall LBG playing intensity had a strong significant association with psychological well-being in our sample. We also demonstrate that nostalgia and imagination play crucial roles in scaffolding perceived meaningfulness of playing LBGs (Study VI). Finally, we propose that the popularity of LBGs may be explained by them embodying aspects of the hunter-gatherer lifestyle that are missing in the urban way of living. TIIVISTELMÄ Varhaisimmat akateemiset tutkimukset paikkatietoon pohjautuvista peleistä julkaistiin jo vuosituhannen alussa, mutta pelien viimeaikainen suosio ja kaupallinen menestys antavat aihetta tarkastella paikkatietoon pohjautuvien pelien suunnittelua uuden empiirisen todistusaineiston valossa. Vuonna 2016 julkaistua Pokémon GO:ta on ladattu satoja miljoonia kertoja ja sen suosion inspiroimana on julkaistu sellaisia paikkatietoon pohjautuvia pelejä kuin Jurassic World: Alive, The Walking Dead: Our World sekä The Witcher: Monster Slayer. Näiden pelien ja niihin liittyvien ilmiöiden ymmärtäminen voi olla hyödyllistä monille eri tahoille, kuten pelisuunnittelijoille, kaupunkisuunnittelijoille ja koulutuksesta vastaaville. Tässä väitöskirjatutkimuksessa lähestytään paikkatietoon pohjautuvien pelien suunnittelua induktiivisesti kuuden alkuperäisartikkelin avulla. Tutkimuksessa selvitetään mitkä ovat paikkatietoon pohjautuvien pelien keskeisimmät pelimekaniikat ja miten raportoidut positiiviset vaikutukset nivoutuvat niihin. Tulokset osoittavat, että suosittujen paikkatietoon pohjautuvien pelien keskiössä on ns. "Triune PoI System", joka koostuu 3+1 komponentista: tutkiminen, löytäminen ja navigointi; sekä liikkuminen. Toisin sanoen pelaajat lähtevät tutkimaan ympäristöään, löytävät sieltä mielenkiintoisia kohteita ja navigoivat niiden luokse. Lisäksi pelien keskeisenä elementtinä on pelkästä liikkumisesta palkitseminen. Tutkimuksessa osoitetaan, että liikunta, sosiaalinen vuorovaikutus ja oppiminen on suosituissa peleissä, kuten Pokémon GO:ssa, keskeisesti sidottu Triune PoI Systemiin. Lisäksi selvitetään mitä vaikutuksia kaupallisten paikkatietoon pohjautuvien pelien markkinoinnilla ja mikrotransaktiomekanismeilla on pelaajien hyvinvointiin. Tutkimuksessa havaitaan, että markkinointi saattaa väsyttää pelaajia, mutta kokonaisuutena paikkatietoon pohjautuvien pelien pelaamisella ja hyvinvoinnilla on tilastollisesti merkitsevä vahva yhteys. Lisäksi osoitetaan, että nostalgia ja mielikuvitus tukevat tunnetta pelaamisen merkityksellistä. Lopuksi ehdotetaan, että paikkatietoon pohjautuvien pelien suosiota saattaa selittää niiden tarjoamat metsästäjä-keräilijä-elämän aspektit, joista urbaanissa miljöössä elävät ihmiset jäävät arkielämässään paitsi

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 3: People

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 3 includes papers from People track of the conference

    Succeeding with Smart People Initiatives: Difficulties and Preconditions for Smart City Initiatives that Target Citizens

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    Smart City is a paradigm for the development of urban spaces through the implementation of state-of-the-art ICT. There are two main approaches when developing Smart Cities: top-down and bottom-up. Based on the bottom-up approach, the concepts of Smart People and Smart Communities have emerged as dimensions of the Smart City, advocating for the engagement of citizens in Smart People initiatives. The aim of this research is both to find the types of Smart People initiatives and to identify their difficulties and preconditions for success. However, such initiatives that aim to (1) leverage the citizens intellectually and (2) use citizens as a source of input for ideas and innovation, are understudied. Therefore, this research proposes a concentrated framework of Smart People initiatives from an extensive literature review. On one hand, this framework contributes with a common ground and vocabulary that facilitates the dialogue within and between practitioners and academia. On the other hand, the identification of difficulties and preconditions guides the academia and practitioners in how to successfully account for citizens in the Smart City. From the literature review and the conduct of case studies of five European cities, participation came out as the key difficulty across both types of Smart People initiatives and cases, closely followed by awareness, motivation and complexity

    Systemic Network Innovation and Its Application in the Brazilian Context of the "Estrada Real"

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    ABSTRACT: The question that this work proposes to answer is already part of its title: "How to make ideas become a resource for social-economic improvement". In order to approach an answer, a new strategy must be found, since this is a long lasting question, especially in contexts of developing countries with large social differences, such as Brazil. We have then started from the Systemic Design methodology which proposes the valorisation of the territory, people, relations and the optimization of resources. The application was set to be the Brazilian territory of the "Estrada Real", on the state of Minas Gerais. The subject "ideas", took us to investigate aspects of innovation, also because many institutional strategies in public and private spheres, are based on its potential as a development driver. Then, besides the institutional strategies themselves, we have studied some cases of actions that had as goals the promotion of a region, cases of incentive for entrepreneurship. Analysing these cases from the point of view of the Systemic Design has allowed to identify their positive aspects, elements of attention or that should be changed, and propose approaches for its improvement. This previous work has raised other elements to be investigated. What would be the ideal size of a company? What, in fact, can be called technology? Who would be responsible for the changes we need? Here the economic bias has emerged very strong. It had then to be conciliated with other values of the Systemic Design. This has culminated in the development of the Systemic Network of Integral Endeavors, a concept yet broader than that of clusters. This includes the evolution of the elaboration of Business Models, which nowadays' is largely adopted to plan innovative businesses. Then some real businesses were studied to exemplify some of the values and concepts previously treated. Finally, the historical legacies of the "Estrada Real" and nowadays' features were researched. That has allowed the identification of nuances of resources and of a project that would have the potential of involving, as desired, many social classes, in a subject that is part of the territory history. As another product of this research, besides the identification of the "best practices" themselves, an instrument for the collection of data and elaboration of guidelines was created. Considering the importance of the participation of all stakeholders in the definition of actual actions to be taken, this instrument will assist on the debate to the distilling of "best practices" to be adopted for the initiatives in the "Estrada Real". This experience will be able to assist in its evolution for the planning of the Olympics and Paralympics events in Brazil in 2016. SOMMARIO: Il problema che questo lavoro si propone di rispondere è già parte del suo titolo: come fare diventare le idee una risorsa per il miglioramento economico e sociale. Per avvicinarsi a una risposta si deve trovare una nuova strategia, poiché questo è un problema di lunga data, specialmente nei contesti dei paesi in via di sviluppo con grandi contrasti sociali, come il Brasile. Abbiamo allora iniziato dalla metodologia del Design Sistemico, che propone la valorizzazione del territorio, delle persone, delle relazioni e l'ottimizzazione delle risorse. La ricerca applicata è stata impostata per essere il territorio brasiliano della "Estrada Real", nello stato del Minas Gerais. L'argomento "idee", ci ha portato a investigare sugli aspetti dell'innovazione, anche perché molte strategie istituzionali nelle sfere private e pubbliche, sono basate sulle potenzialità di apportatori di sviluppo. Allora, accanto alle stesse strategie istituzionali, abbiamo studiato alcuni casi studi, da quelle che avevano come obiettivo la promozione di una regione, a quelle per l'incentivazione dell'imprenditorialità. L'analisi di questi casi dal punto di vista del Design Sistemico ha co

    Living Labs and user engagement for innovation and sustainability

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    This exploratory study, investigating the role of Living Labs (LLs) in promoting innovation and sustainability, has two main goals. Firstly, it seeks to understand how stakeholders and users, in a Quadruple Helix Model, can participate in LL activities and support the process of achieving a more sustainable society. Secondly, it guides the setting up of LLs with the aim of directly contributing to the United Nations Sustainable Development Goals (UN SDGs). Research, based on a multiple case study, has shown that LLs are able to actively engage users, including firms and business systems, in promoting co-creation of value so as to benefit the economy, society and the environment. We have selected some good practices and derived some policy implications that could inspire LLs to promote innovation and encourage transition towards sustainable development at the local level, within the context of a QHM model
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