196,427 research outputs found

    Applied Games for smart phenotypic data acquisition - challenges of a web platform with digital gamified testing instruments for online-based large scale phenotyping

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    Since more than five decades, the replication crisis taints the field of psychological science. Small sample sizes and low statistical power are the identified issues, resulting in a staggering amount of results from studies that can not be replicated. Combating this crisis requires new and scalable approaches that enable innovative testing instruments. Gamification and Applied Games offer those crucial and innovative new ways to assess cognition in an online setting. On the basis of two original research objects, this thesis highlights the challenges, obstacles and benefits from utilizing gamification and applied games for large-scale phenotypic measurements on the basis of an online platform called COSMOS. First, we applied this concept in the form of our established platform COSMOS which we presented in a published paper. In this paper, we purposed a digital psychometric toolkit in the guise of applied games that enables automatized psychometric data collection while measuring a broad range of cognitive functions. Second, we conducted a pilot study that assessed the feasibility and acceptance of a gamified test of the N-back task called HoNk-Back. We showed that participants like the HoNk-Back more than the non-gamified N-back and are more likely to replay the HoNk-Back again. Both the paper and the pilot study point out the benefits of using gamification and applied games for large-scale neurocognitive phenotype cohort screenings for genetic and imaging studies. The challenges and hurdles for future studies regarding data protection, data security and ethics in the online acquisition of personal data are identified and discussed

    Cloud for Gaming

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    Cloud for Gaming refers to the use of cloud computing technologies to build large-scale gaming infrastructures, with the goal of improving scalability and responsiveness, improve the user's experience and enable new business models.Comment: Encyclopedia of Computer Graphics and Games. Newton Lee (Editor). Springer International Publishing, 2015, ISBN 978-3-319-08234-

    Gamification techniques for raising cyber security awareness

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    Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues

    Game Based Learning for Safety and Security Education

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    Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students' learning without potential harm to the students

    Mobile Privacy and Business-to-Platform Dependencies: An Analysis of SEC Disclosures

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    This Article systematically examines the dependence of mobile apps on mobile platforms for the collection and use of personal information through an analysis of Securities and Exchange Commission (SEC) filings of mobile app companies. The Article uses these disclosures to find systematic evidence of how app business models are shaped by the governance of user data by mobile platforms, in order to reflect on the role of platforms in privacy regulation more generally. The analysis of SEC filings documented in the Article produces new and unique insights into the data practices and data-related aspects of the business models of popular mobile apps and shows the value of SEC filings for privacy law and policy research more generally. The discussion of SEC filings and privacy builds on regulatory developments in SEC disclosures and cybersecurity of the last decade. The Article also connects to recent regulatory developments in the U.S. and Europe, including the General Data Protection Regulation, the proposals for a new ePrivacy Regulation and a Regulation of fairness in business-to-platform relations

    Demographic analysis of Chinese gamblers’ perceptions of e-marketing mix elements adopted by online casinos

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    The Internet explosion has revolutionized numerous industries, making online shopping and auctions into profitable business sectors. An increasingly important market sector is the casino industry. The profile and popularity of gambling on an internet casino is evolving rapidly, with the online gambling business seeing significant growth in Europe, Asia and South America. In China, there are twice as many online gamblers as there are Internet shoppers. In this study, the Chinese gamblers’ perceptions of e-marketing mix elements offered by online casinos will be analyzed. The purpose is : i) to investigate the popular e-marketing tools supported by existing online casinos; ii) to evaluate the demographic effect on Chinese gamblers’ perceptions of e-marketing mix elements. The results can provide a market reference for investors in online casinos
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