123 research outputs found

    Design, implementation and evaluation of a gamified digital cultural probe in the context of energy consumption

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    Treballs Finals de Grau d'Enginyeria Informàtica, Facultat de Matemàtiques, Universitat de Barcelona, Any: 2017, Director: Inmaculada Rodríguez Santiago[en] Cultural Probes (CP) is a HCI technique used to gather data about people (feelings, thoughts, interactions, knowledge, etc) in order to inspire the design of applications. It consists in giving participants a series of tasks to perform, which they return after some time so the information can be analyzed by the design team. This project proposes the design and implementation (as a mobile application) of a gamified Cultural Probe in the context of energy consumption. Given that one of the drawbacks of CP is the low completion rate and, therefore, the lack of data gathered, the use of gamification is believed to enhance the participation of users by motivating them to complete the tasks. The particular approach of this CP is that participants not only provide data about themselves, but also about other people. Specifically, it is designed to be completed by children, who have to perform four different tasks taking the role of a psychologist, a detective, an electrician and a journalist (depending on what the task is about) to gather information about their own and also their families’ electric consumption. Additionally, the realization of the CP might raise awareness on them about energy and environmental related issues. After the implementation of the proposed design as an Android app, the CP has been evaluated with children from two primary schools in Barcelona, who have interacted with two different versions (gamified and non gamified) of the app, to test the hypothesis that gamified Cultural Probes may show better results than non gamified ones. Even though the evaluation showed slightly better results for the non gamified CP, the difference is not statistically significant, opening a door to do more research on the subject

    Gamification for Innovators and Entrepreneurs

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    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games

    Gamification for Innovators and Entrepreneurs

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    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games

    Understanding hotel visitors’ motives to use hotel gamified applications

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    While hospitality has been one of the industries that have been keen to adopt and use various technologies, the proliferation of gamification application is still to materialise. It is therefore very interesting to investigate the potential benefits of gamified applications in the area of the hospitality industry by identifying the motives of individuals’ when they use a hotel-gamified application. Hospitality industry is becoming more and more competitive and surviving and marketing a destination has become a challenge, so in order to gain a competitive advantage, the use of modern technology is crucial for many destination-marketing organizations. Gamification can be applied in technology-mediated and non-technology-mediated contexts. Within technology-mediated contexts, gamification is more applicable due to the favourable environment that such context offers. Recent evolutions indicate that mobile devices are becoming travel buddies and their use is profoundly influencing the different phases of a travellers’ journey. Hence, it could be assumed, that a mobile hotel gamified application is now easier than ever to develop and succeed. Since fun has become the requirement to ensure continuous demands for many products or services, companies and organizations feel the need to involve fun in their offerings to secure continuity in consumption and use. Therefore, this study aims to understand the meaning of fun for individuals when they will use a hotel-gamified application, using visual material so the interviewees would have an idea of how a hotel-gamified application would look if it was in existence today based on the current definitions of gamification

    Investigating Avatar Customization as a Motivational Design Strategy for Improving Engagement with Technology-Enabled Services for Health

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    Technology-enabled services for physical and mental health are a promising approach to improve healthcare globally. Unfortunately, the largest barrier for effective technology-based treatment is participants' gradually fading engagement with effective novel training applications, such as exercise apps or online mental health training programs. Engaging users through design presents an elegant solution to the problem; however, research on technology-enabled services is primarily focused on the efficacy of novel interventions and not on improving adherence through engaging interaction design. As a result, motivational design strategies to improve engagement---both in the moment of use and over time---are underutilized. Drawing from game-design, I investigate avatar customization as a game-based motivational design strategy in four studies. In Study 1, I examine the effect of avatar customization on experience and behaviour in an infinite runner game. In Study 2, I induce different levels of motivation to research the effects of financial rewards on self-reported motivation and performance in a gamified training task over 11 days. In Study 3, I apply avatar customization to investigate the effects of attrition in an intervention context using a breathing exercise over three weeks. In Study 4, I investigate the immediate effects of avatar customization on the efficacy of an anxiety reducing attentional retraining task. My results show that avatar customization increases motivation over time and in the moment of use, suggesting that avatar customization is a viable strategy to address the engagement barrier that thwarts the efficacy of technology-enabled services for health

    Cognitive Decay And Memory Recall During Long Duration Spaceflight

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    This dissertation aims to advance the efficacy of Long-Duration Space Flight (LDSF) pre-flight and in-flight training programs, acknowledging existing knowledge gaps in NASA\u27s methodologies. The research\u27s objective is to optimize the cognitive workload of LDSF crew members, enhance their neurocognitive functionality, and provide more meaningful work experiences, particularly for Mars missions.The study addresses identified shortcomings in current training and learning strategies and simulation-based training systems, focusing on areas requiring quantitative measures for astronaut proficiency and training effectiveness assessment. The project centers on understanding cognitive decay and memory loss under LDSF-related stressors, seeking to establish when such cognitive decline exceeds acceptable performance levels throughout mission phases. The research acknowledges the limitations of creating a near-orbit environment due to resource constraints and the need to develop engaging tasks for test subjects. Nevertheless, it underscores the potential impact on future space mission training and other high-risk professions. The study further explores astronaut training complexities, the challenges encountered in LDSF missions, and the cognitive processes involved in such demanding environments. The research employs various cognitive and memory testing events, integrating neuroimaging techniques to understand cognition\u27s neural mechanisms and memory. It also explores Rasmussen\u27s S-R-K behaviors and Brain Network Theory’s (BNT) potential for measuring forgetting, cognition, and predicting training needs. The multidisciplinary approach of the study reinforces the importance of integrating insights from cognitive psychology, behavior analysis, and brain connectivity research. Research experiments were conducted at the University of North Dakota\u27s Integrated Lunar Mars Analog Habitat (ILMAH), gathering data from selected subjects via cognitive neuroscience tools and Electroencephalography (EEG) recordings to evaluate neurocognitive performance. The data analysis aimed to assess brain network activations during mentally demanding activities and compare EEG power spectra across various frequencies, latencies, and scalp locations. Despite facing certain challenges, including inadequacies of the current adapter boards leading to analysis failure, the study provides crucial lessons for future research endeavors. It highlights the need for swift adaptation, continual process refinement, and innovative solutions, like the redesign of adapter boards for high radio frequency noise environments, for the collection of high-quality EEG data. In conclusion, while the research did not reveal statistically significant differences between the experimental and control groups, it furnished valuable insights and underscored the need to optimize astronaut performance, well-being, and mission success. The study contributes to the ongoing evolution of training methodologies, with implications for future space exploration endeavors

    Supporting users' influence in gamification settings and game live-streams

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    Playing games has long been important to mankind. One reason for this is the associated autonomy, as players can decide on many aspects on their own and can shape the experience. Game-related sub-fields have appeared in Human-Computer Interaction where this autonomy is questionable: in this thesis, we consider gamification and game live-streams and here, we support the users' influence at runtime. We hypothesize that this should affect the perception of autonomy and should lead to positive effects overall. Our contribution is three-fold: first, we investigate crowd-based, self-sustaining systems in which the user's influence directly impacts the outcome of the system's service. We show that users are willing to expend effort in such systems even without additional motivation, but that gamification is still beneficial here. Second, we introduce "bottom-up" gamification, i.e., the idea of self-tailored gamification. Here, users have full control over the gamification used in a system, i.e., they can set it up as they see fit at the system's runtime. Through user studies, we show that this has positive behavioral effects and thus adds to the ongoing efforts to move away from "one-size-fits-all" solutions. Third, we investigate how to make gaming live-streams more interactive, and how viewers perceive this. We also consider shared game control settings in live-streams, in which viewers have full control, and we contribute options to support viewers' self-administration here.Seit jeher nehmen Spiele im Leben der Menschen eine wichtige Rolle ein. Ein Grund hierfür ist die damit einhergehende Autonomie, mit der Spielende Aspekte des Spielerlebnisses gestalten können. Spiele-bezogene Teilbereiche werden innerhalb der Mensch-Maschine-Interaktion untersucht, bei denen dieser Aspekt jedoch diskutabel ist: In dieser Arbeit betrachten wir Gamification und Spiele Live-Streams und geben Anwendern mehr Einfluss. Wir stellen die Hypothese auf, dass sich dies auf die Autonomie auswirkt und zu positiven Effekten führt. Der Beitrag dieser Dissertation ist dreistufig: Wir untersuchen crowdbasierte, selbsterhaltende Systeme, bei denen die Einflussnahme des Einzelnen sich auf das Systemergebnis auswirkt. Wir zeigen, dass Nutzer aus eigenem Antrieb bereit sind, sich hier einzubringen, der Einfluss von Gamification sich aber förderlich auswirkt. Im zweiten Schritt führen wir "bottom-up" Gamification ein. Hier hat der Nutzer die volle Kontrolle über die Gamification und kann sie nach eigenem Ermessen zur Laufzeit einstellen. An Hand von Nutzerstudien belegen wir daraus resultierende positive Verhaltenseffekte, was die anhaltenden Bemühungen bestärkt, individuelle Gamification-Konzepte anzubieten. Im dritten Schritt untersuchen wir, wie typische Spiele Live-Streams für Zuschauer interaktiver gestaltet werden können. Zudem betrachten wir Fälle, in denen Zuschauer die gemeinsame Kontrolle über ein Spiel ausüben und wie dies technologisch unterstützt werden kann

    Design Guidelines for Augmented Reality Serious Games for Children

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