155 research outputs found

    Creating a Tool to Explore Intergenerational Understandings: Through the use of Virtual Reality in Malaysia

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    This paper provides an introduction to a research-creation project, focusing on developing a prototype Virtual Reality (VR) educational tool. Younger people in Malaysia have limited exposure to or interest in information relating to the elderly, resulting in an intergenerational disconnect. The wider project aims to develop a VR teaching tool inspired by an existing role-playing simulation game (Aging Game). As a storytelling-based experience, VR can be used to share the discomfort faced by older people when using information and communications technology (ICT) such as computers/cell phones, internet and social media.The project is to explore the potential VR has to act as a bridge between the generations and to raise awareness in younger people about intergenerationalissues. The primary focus of this discussion paper is to discuss design and modification of the VR tool for creating interactive experiences that inhabit both the real and the unreal (virtual) world

    Gamification of the work floor: A literature review of gamifying production and logistics operations

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    We review the current body of academic literature concerning gamification of production and logistics. The findings indicate that production execution and control has been addressed most often in the current body of literature, which consists mostly of design research. Objectives and goals, points, achievements, multimedial feedback, metaphorical/fictional representations, and levels and progress are currently most often employed gamification affordances on this field. The research has focused on examining or considering motivation, enjoyment and flow as the main psychological outcomes of gamification in the given context, while individual performance and efficiency are the most commonly examined or suggested behavioral/organizational impacts. Future studies should employ more rigorous study designs and firmly ground the discussions in organization theory

    Children s Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces

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    [EN] Collaborative problem solving (CPS) is an essential soft skill that should be fostered from a young age. Research shows that a good way of teaching such skills is through video games; however, the success and viability of this method may be affected by the technological platform used. In this work we propose a gameful approach to train CPS skills in the form of the CPSbot framework and describe a study involving 80 primary school children on user experience and acceptance of a game, Quizbot, using three different technological platforms: two purely digital (tabletop and handheld tablets) and another based on tangible interfaces and physical spaces. The results show that physical spaces proved to be more effective than the screen-based platforms in several ways, as well as being considered more fun and easier to use by the children. Finally, we propose a set of design considerations for future gameful CPS systems based on the observations made during this study.Spanish Ministry of Economy and Competitiveness and the European Regional Development Fund (project TIN2014-60077-R); Spanish Ministry of Education, Culture and Sport (with fellowship FPU14/00136) and Conselleria d'Educacio, Cultura i Esport (Generalitat Valenciana, Spain) (grant ACIF/2014/214).Jurdi, S.; García Sanjuan, F.; Nácher-Soler, VE.; Jaén Martínez, FJ. (2018). Children s Acceptance of a Collaborative Problem Solving Game Based on Physical Versus Digital Learning Spaces. Interacting with Computers. 30(3):187-206. https://doi.org/10.1093/iwc/iwy006S18720630

    Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology

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    A non-negligible proportion of seniors rarely uses new technology. Far too often, these rather tech unexperienced seniors struggle with new soft- or hard-ware, that do not provide easy access. As a result, some seniors avoid or completely desist to further use “these modern technologies” and consequently miss out on the benefits of digital age. Game-inspired design is supposed to be a promising way to overcome some perceived barriers of seniors by providing hedonic value during early interaction. Previous research has shown that game-inspired design is suitable to motivate seniors’ use of Health-IT. To investigate its potential to facilitate the use of information and communication technology (ICT), an experimental study was conducted. The study investigated the appeal of various gamification features, which were embedded in a prototype of an ICT learning software and compared it to a non-gamified version of the software. Results indicate that the concept of gamified ICT learning software appeals to seniors in general, but that the acceptance of different gamification features is quite diverse. A clear-cut superiority of adding gamification to the software was not found. After interacting with both software versions, seniors in around equal parts preferred either the non-gamified version, the gamified version, or could not decide. Those seniors that clearly favored the gamified version were particularly fond of continuous positive feedback and receiving rewards for each task they have accomplished. Whereas the remaining seniors rather disliked the intensive endorsement through these two features and decided against the gamified version, albeit they liked many of the other game features. Our results underline the necessity of following a user-centered design approach when developing game-inspired applications, and the need for an individualized use of gamification elements to meet the needs of the heterogeneous group of senior users.BMBF, 16SV6183, Gamification - Spielerischer Umgang mit Technik für ältere Menschen - GaT

    Results and insight gained from applying the EnergyCat energy-saving serious game in UK social housing

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    Concerns about climate change associated with the combustion of fossil fuels urge a call for widespread reductions in household energy use. Determining means of achieving this is a key challenge faced by environmental scientists. The current research presents insights gained from a 12-month empirical trial of new serious game for energy, ‘EnergyCat’; which was designed to encourage household energy reductions in the UK social housing sector. Effects of gameplay on consumption behaviours and energy awareness were explored using 82 UK social housing households (versus a no-game control). Results indicated the intervention did not lead to any substantive changes in awareness or consumption practices. However, post-intervention feedback highlighted several issues in terms of game design and usability that may explain why the game failed to change behaviour in this instance. We provide a framework of suggestions as to how the game design process could be improved in order to engage residents in future, including use of adaptive fonts for older residents, and provision of clearer instructions on gameplay objectives at the outset. In addition, researchers should ensure close collaboration is maintained with residents throughout the design process in future efforts, in order to maximise likelihood of ongoing engagement from this population

    Learning to drag: the effects of social interactions in touch gestures learnability for older adults

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    Considering the potential physical limitations of older adults, the naturalness of touch-based gestures as an interaction method is questionable. Assuming touch-based gestures are natural, they should be highly learnable and amenable to enhancement through social interactions. To investigate whether social interactions can enhance the learnability of touch gestures for older adults with low digital literacy, we conducted a study with 42 technology- naïve participants aged 64 to 82. They were paired and encouraged to play two games on an interactive tabletop with the expectation to use the drag gesture to complete the games socially. We then compared these results with a previous study of technology–naïve older adults playing the same games individually. The results of the comparisons show that dyadic interactions had some benefits for the participants in helping them to become comfortable with the drag gesture by negotiation and imitation. Further qualitative analysis suggested that playing pairs generally helped learners to comfortably explore the digital environment using the newly acquired skill

    A Bibliometric Analysis of Gamification Research

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    Gamification has rapidly emerged as one of the favorite persuasive technologies widely used with the aim of promoting a positive change in the user's behavior by means of including game-like elements in non-game contexts. As a research discipline, gamification is growing fast, maturing from basic and fundamental questions such as what and why gamify to more mature ones such as how to gamify, when and when not, and still facing empirical and theoretical challenges to prove the effects of its practice and consolidate the principles that guide meaningful gamification designs. The purpose of this paper is to conduct a bibliometric study to describe how gamification as a scientific discipline is structured and how it has evolved over time. To do this, we make use of bibliometric performance analysis and science mapping methods to display and analyze the intellectual, conceptual and social network structures of gamification research, as well as the evolution and dynamical aspects of the discipline. The results reveal the research fronts and intellectual structures of the field, the internal relationships among articles, authors and keywords, the existing networks of collaboration, the emerging trends, the hot topics, and the most influential authors, publications and sources. Together, they picture the intellectual landscape of gamification as a scientific field that will be useful for junior and senior researchers, practitioners, funding agencies and policymakers

    All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance

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    As games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be beneficial. This study identifies a research–practice gap in the current state of participatory urban planning practices in three European cities. Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible. However, a series of impediments relating to planners’ inexperience with participatory methods, resource constraints, and sceptical adult audiences, limits the broader application of games and gamified applications within participatory urban planning practices. Games and gamified applications could become more widely employed within participatory planning processes when process facilitators become better educated and better able to judge the situations in which such tools could be implemented as part of the planning process, and if such applications are simple and useful, and if their development process is based on co-creation with the participating publics
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