6,898 research outputs found

    London Creative and Digital Fusion

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    date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capital’s creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, London’s distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusion’s innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13

    Cultural Heritage Gaming

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    The goal of this project was two fold. We created two gaming templates and a manual for creating effective games. Our gaming templates are based off Rosenborg Castle/King\u27s Garden and the Nyhavn area. The manual includes techniques to help create engaging and educational PlayingMondo games

    Head Up Games : on the design, creation and evaluation of interactive outdoor games for children

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    This thesis proposes a new genre of outdoor games for children, namely Head Up Games. The concept was inspired by the observation that existing pervasive outdoor games for children were mostly played head down, as the predominantly screen-based interaction of existing games required constant attention of the children. First, the vision of Head Up Games is described and illustrated with several design cases (Chapter 2). In contrast to the head down games, Head Up Games aim to encourage and support rich social interaction and physical activity, play behaviors that are similar to play behaviors seen in traditional outdoor games (such as tag and hide-and-seek). The design process of Head Up Games poses several challenges. In User Centered Design it is commonly accepted to start the development of a new product using low-fi mock-ups, e.g., paper prototypes, and evaluate these with end-users. In the case of Head Up Games this proved to be difficult, as the emerging game experience is significantly altered when using paper prototypes. Therefore, a study was carried out that used high-fi prototypes, i.e. working, interactive, prototypes, from a very early stage in the design process (Chapter 3). This way, the effect of interactions on the game experience can be addressed earlier and better in the design process. Furthemore, having access to technology early in the design process, allows designers to better explore the design space. However, designers often do not possess adequate skills to quickly prototype interactive products, particularly products that need to be evaluated in an outdoor context. Such a development is often costly and time-consuming. Therefore, the RaPIDO platform was developed (Chapter 4). The platform not only includes the appropriate hardware for creating outdoor games, but is also bundled with software libraries, to allow designers not specifically trained in software engineering to adopt the platform easily. RaPIDO was evaluated using a case study methodology with two Industrial Design master students. The evaluation not only focused on the usability of the platform, but, more importantly, how the use of the platform affected the design process. The main conclusion of the study was that the designers indeed were able to rapidly create mobile games, and that the hardware offered was suitable for creating outdoor games. Furthermore, issues were identified with regard to writing the game software, e.g., managing the complexity of the software. Finally, for evaluating Head Up Games with children two methods were applied: the Outdoor Play Observation Scheme (OPOS) was used to quantify the intended play behavior. Furthermore, GroupSorter was developed to provide a framework to interview a group of children simultaneously, resulting in qualitative comments. Both OPOS and GroupSorter were applied for evaluating three Head Up Games, which are described in Chapter 5

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    CGAMES'2009

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    Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art

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    There is a lack of motivation in children and adolescents to do physical exercise and at the same time a worldwide obesity epidemic. Gamification and active videogames can be used to increase the motivation of young people, promoting healthy habits. In this work we explore different studies on active videogames, eSports and gamification applied to physical exercise and health promotion. Main findings include positive effects in a reduction in body weight and in the promotion to continue performing of physical exercise. It also contributes to increase the motivation in children and adolescents to practice exercise. The personalization of user experience and emerging technologies (big data, wearables, smart technologies, etc.) are presented as promising opportunities to keep the engagement in game-based program and gamification of physical exercise

    Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market

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    The COVID-19 pandemic started to spread globally rapidly from the end of 2019, and the continuous variation of the virus led many negative problems to the public health as well as the economic environment, became one of the most serious crises in human history. Diverse restriction strategies were issued by governments with the aim to overcome the spread of COVID-19, including social control and business activities restrictions, which effectively reduced the infected cases, but meanwhile, brought the second layer of influences on the economic. This study is focus on figuring out the influences raised by the COVID-19 pandemic in the gaming industry from the end of 2019, which is to investigate the changes in business activities and economic performances of the gaming companies as well as the behaviors of the gaming markets’ customers. The collecting of primary data follows a descriptive method, and the further analysis is based on the pervious studies of the gaming industry. The result of this dissertation showed that though some disruptions occurred in the business operations, overall, the gaming industry obtained an increasing trend in the revenue performances and positive developments during the pandemic, whether the console, personal computer or mobile gaming segments. Moreover, the study also found that the pandemic related influences on the customer behaviors brought mutually beneficial on both the customer and the gaming companies.A pandemia de COVID-19 começou a se espalhar globalmente rapidamente a partir do final de 2019, e a variação contĂ­nua do vĂ­rus levou muitos problemas negativos Ă  saĂșde pĂșblica, bem como ao ambiente econĂŽmico, tornando-se uma das crises mais graves da histĂłria da humanidade. Diversas estratĂ©gias de restrição foram emitidas pelos governos com o objetivo de superar a disseminação do COVID-19, incluindo controle social e restriçÔes Ă s atividades empresariais, o que efetivamente reduziu os casos infectados, mas, por sua vez, trouxe a segunda camada de influĂȘncias na economia. Este estudo tem como foco descobrir as influĂȘncias levantadas pela pandemia de COVID-19 na indĂșstria de jogos a partir do final de 2019, que Ă© investigar as mudanças nas atividades comerciais e desempenhos econĂŽmicos das empresas de jogos, bem como os comportamentos dos jogadores. clientes dos mercados. A coleta de dados primĂĄrios segue um mĂ©todo descritivo, e a anĂĄlise posterior Ă© baseada em estudos anteriores da indĂșstria de jogos. O resultado desta dissertação mostrou que apesar de terem ocorrido algumas interrupçÔes nas operaçÔes comerciais, globalmente, a indĂșstria do jogo obteve uma tendĂȘncia crescente nos desempenhos das receitas e evoluçÔes positivas durante a pandemia, quer nos segmentos de consolas, computadores pessoais ou jogos mĂłveis. AlĂ©m disso, o estudo tambĂ©m descobriu que as influĂȘncias relacionadas Ă  pandemia no comportamento do cliente trouxeram benefĂ­cios mĂștuos tanto para o cliente quanto para as empresas de jogos
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