7,006 research outputs found

    Library not found: The disconnect between gaming research and development

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    Video games clearly have great educational potential, both for formal and informal learning, and this avenue is being thoroughly investigated in the psychology and education literature. However, there appears to be a disconnect between social science academic research and the game development sector, in that research and development practices rarely inform each other. This paper presents a two-part analysis of this communicative disconnect based on investigations carried out within the H2020 Gaming Horizons project. The first part regards a literature review that identified the main topics of focus in the social sciences literature on games, as well as the chief recommendations authors express. The second part examines 73 interviews with 30 developers, 14 researchers, 13 players, 12 educators, and 4 policy makers, investigating how they perceived games and gaming. The study highlights several factors contributing to the disconnect: different priorities and dissemination practices; the lag between innovation in the games market and research advancements; low accessibility of academic research; and disproportionate academic focus on serious games compared to entertainment games. The authors suggest closer contact between researchers and developers might be sought by diversifying academic dissemination channels, promoting conferences involving both groups, and developing research partnerships with entertainment game companies

    The Distant Horizon: investigating the relationship between social sciences academic research and game development

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    Research in the social sciences devotes a great amount of attention to investigating the impact of video games on the individual and on society. However, results generated by this research often fail to inform game development. The present study investigated the outreach of research conducted by the academic community by interviewing 30 game developers and 14 researchers, highlighting critical aspects in the relationship between game research and game industry. Specifically, we found that the difference in priorities, speed cycles, and dissemination practices between these two contexts hinder communication. Subsequently, we carried out a focus group for a set of developers and researchers (N=6) with the aim of eliciting recommendation for improving communication between academics and developers. Among the recommendations to emerge were calls to diversify dissemination channels, promote joint conferences and develop research-production partnerships. It was felt such measures could strengthen the influence of research results outside the academic community

    Aligning operational and corporate goals: a case study in cultivating a whole-of-business approach using a supply chain simulation game

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    This paper outlines the development and use of an interactive computer-based supply chain game to facilitate the alignment of disconnected operational and corporate goals. A multi-enterprise internal cattle supply chain was simulated targeting the operational property managers and the overall impacts of their decision making on corporate goals A three stage multidisciplinary approach was used. A case study based financial analysis was undertaken across the internal cattle supply chain, a participative action research component (developing the game to simulate the flow of product and associated decisions and financial transactions through the internal supply chain of the company for different operational scenarios using measurable and familiar operational and financial criteria as tracking tools), and a qualitative analysis of organisational learning through player debriefing following playing the game. Evaluation of the managers' learning around the need for a change in general practice to address goal incongruence was positive evidenced by changes in practice and the game regarded by the users as a useful form of organisational training. The game provided property managers with practical insights into the strategic implications of their enterprise level decisions on the internal supply chain and on overall corporate performance. The game is unique and is a tool that can be used to help address an endemic problem across multi-enterprise industries in the agrifood sector in Australia

    Addressing the cyber safety challenge: from risk to resilience

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    Addressing the cyber safety challenge: from risk to resilience describes the cyber safety issues emerging from a range of technology trends, how different populations are using technologies and the risks they face, and how we can effectively respond to each group’s unique cyber safety needs. Written by the University of Western Sydney for Telstra Corporation Ltd, the report advocates for continuing to move cyber safety from a ‘risk and protection’ framework to one that focuses on building digital resilience, as well as fostering trust and confidence in the online environment. To do this we need to: Address the needs of populations often neglected by current policies and programs – including adults, seniors, parents, and small to medium enterprises Continue to build the digital literacy skills of all populations, because digital literacy strongly influences users’ ability to engage safely online – this is best achieved by a hands-on learning approach Keep risk in perspective – the risks and benefits of digital participation go hand in hand Broaden the focus from awareness-raising to long-term behaviour change. As digital technologies become further integrated into the everyday lives of Australians, users are potentially exposed to greater risks. However, the risks and benefits of digital participation go hand in hand. The challenge, therefore, is to support users to minimise the risks without limiting their digital participation and their capacity to derive the full benefits of connectivity. If Australians are to benefit as either consumers or providers of online services and products in the e-commerce environment, consumer safety and trust need to be improved. Cyber safety needs to be considered against a transforming backdrop of technology trends, products and practices. While the rise of social media has tended to dominate recent debate and developments in cyber safety, particularly in relation to young people, a range of other trends is also shaping how users engage online, the risks they potentially face in the new media landscape, and the strategies used to address them. These trends include the rise of user generated content and content sharing platforms; the uptake of mobile technologies and, in particular, the adoption of smartphones; cloud computing; platform integration and single sign-on mechanisms; and the rise of GPS and location based services

    Her Story: Accidental Library Instruction

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    Game-based learning is a relatively new pedagogical method that typically targets students of the current and upcoming generations. Librarians have gradually begun experimenting with gamifying elements of library and research skills instruction to varying degrees of success. While some case studies and theoretical analyses are available currently, more published data will be necessary to evaluate and direct the development of game-based library instruction in the coming years. This paper explores attempts to use game-based learning techniques in library instruction courses and sessions, specifically highlighting Project Velius (developed by the University of Alabama Libraries) and its similarities to the commercially successful game Her Story, which was created for purely entertainment purposes but manages to present as an effective library instruction tool nonetheless. This examination suggests that academic libraries may be more capable in this arena than commonly believed, and the author ultimately recommends that academic libraries further embrace this pedagogical trend

    Digital detox: An effective solution in the smartphone era? A systematic literature review

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    Smartphone use, e.g., on social network sites or instant messaging, can impair well-being and is related to clinical phenomena, like depression. Digital detox interventions have been suggested as a solution to reduce negative impacts from smartphone use on outcomes like well-being or social relationships. Digital detox is defined as timeouts from using electronic devices (e.g., smartphones), either completely or for specific subsets of smartphone use. However, until now, it has been unclear whether digital detox interventions are effective at promoting a healthy way of life in the digital era. This systematic literature review aimed to answer the question of whether digital detox interventions are effective at improving outcomes like health and well-being, social relationships, self-control or performance. Systematic searches of seven databases were carried out according to PRISMA guidelines, and intervention studies were extracted that examined timeouts from smartphone use and/or smartphone-related use of social network sites and instant messaging. The review yielded k = 21 extracted studies (total N = 3,625 participants). The studies included interventions in the field, from which 12 were identified as randomized controlled trials. The results showed that the effects from digital detox interventions varied across studies on health and well-being, social relationships, self-control, or performance. For example, some studies found positive intervention effects, whereas others found no effect or even negative consequences for well-being. Reasons for these mixed findings are discussed. Research is needed to examine mechanisms of change to derive implications for the development of successful digital detox interventions

    Digital detox: An effective solution in the smartphone era? A systematic literature review

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    Smartphone use, e.g., on social network sites or instant messaging, can impair well-being and is related to clinical phenomena, like depression. Digital detox interventions have been suggested as a solution to reduce negative impacts from smartphone use on outcomes like well-being or social relationships. Digital detox is defined as timeouts from using electronic devices (e.g., smartphones), either completely or for specific subsets of smartphone use. However, until now, it has been unclear whether digital detox interventions are effective at promoting a healthy way of life in the digital era. This systematic literature review aimed to answer the question of whether digital detox interventions are effective at improving outcomes like health and well-being, social relationships, self-control or performance. Systematic searches of seven databases were carried out according to PRISMA guidelines, and intervention studies were extracted that examined timeouts from smartphone use and/or smartphone-related use of social network sites and instant messaging. The review yielded k = 21 extracted studies (total N = 3,625 participants). The studies included interventions in the field, from which 12 were identified as randomized controlled trials. The results showed that the effects from digital detox interventions varied across studies on health and well-being, social relationships, self-control, or performance. For example, some studies found positive intervention effects, whereas others found no effect or even negative consequences for well-being. Reasons for these mixed findings are discussed. Research is needed to examine mechanisms of change to derive implications for the development of successful digital detox interventions

    Individuals responsible for video games: an exploration of cataloging practice, user need, and authorship theory

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    Purpose: Author information is one of the primary metadata elements for information access. While assigning "author(s)" has been relatively straightforward in library systems for textual resources, challenges have emerged in recording creatorship information for collaborative creative works, with surrogates erring on the side of caution and providing little information. This study aims to present improvements to the conceptual understanding of collaborative creatorship and relevant cataloging practice in video games. Design/methodology/approach: The current study is a theoretical investigation of the authorship role of individuals in collaborative creative works, using video games as a case study. The investigation is based on the literature on video game user needs and authorship theory. Findings: Reviews of literature present a disconnect between video game information user needs and currently available author information in library systems. Further analysis of the author/creator concept reveals insufficiencies in adopting auteur theory as the theory is applied to film. Exploration of access practices for other large collaborative creative products and an analysis of user tasks show potentially fruitful directions for future studies. This study recommends identifying primary roles that individuals adopt in video game creations and leveraging crowdsourced-creator information in library databases to enhance the visibility of author information for video games. Originality: By incorporating authorship theories and research from various domains such as film studies, intellectual history and library and information science, this study provides interdisciplinary, theoretical considerations as well as practical suggestions to enhance the current cataloging practice.Hyerim Cho (iSchool, University of Missouri, Columbia, Missouri, USA), Chris Hubbles (Independent Researcher, Boston, Massachusetts, USA), Heather Moulaison-Sandy (iSchool, University of Missouri, Columbia, Missouri, USA)Includes bibliographical references
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