196,351 research outputs found
The Gamification of Modern Dating: A Feminist Analysis
My project gg is a digitally rendered 360° animation of a tech-filled bedroom, accompanied by a joystick that can be used to navigate the 3D space. A visual comparison between multimedia games and modern dating culture, the bedroom scene draws parallels between the prioritization of male perspectives in fine art and digital media and the social prioritization of âmasculineâ qualities like logic over emotional vulnerability in the initialization of interpersonal relationships. My project investigates human motivations for playing games, both in the literal and idiomatic sense, using stereotypically feminized colors and symbols, to reclaim the patriarchal world of gaming for individuals who donât identify with a hetero-masculine technological space
Underdogs and superheroes: Designing for new players in public space
We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology â a series of creative activities or games â in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage usersâ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces
A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game
Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are âplay parties,â temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for âsemi-spectatorshipâ, which blurs the boundaries between player and spectator thus widening the gameâs magic circle
Recommended from our members
Early Years Developmental Journal
The Early Years Developmental Journal is based on extensive analysis of a wide range of developmental assessment tools. It is a resource for families and practitioners working closely with them to record a childâs developments to better aid the identification of areas where additional help may be required. It is designed to support key working and foster communication between all those involved in a childâs development. While its primary use is for families, it is also intended that the Journal will be a useful resource for the 24-30 month statutory EYFS progress assessment as well as supporting child health monitoring
Recommended from our members
xDelia final report: emotion-centred financial decision making and learning
xDelia is a 3-year pan-European project building on the knowledge, skills, and competences of seven partner organisations from a variety of research disciplines and from business. The principal objective of xDelia is to develop technology-enhanced learning approaches that help improve the financial decision making of investors who trade frequently using an electronic trading platform. We focus on emotions, and how they affect maladaptive decision biases and trading performance. Our earlier field work with traders has shown that the development of emotion regulation skills is a key facet of trader expertise. For that reason we consider expert traders our benchmark for adaptive behaviour rather than normative rationality. Our goal is to provide investors with the tools and techniques to develop greater self-awareness of internal states, increase their ability to reflect critically on emotion-informed choices, develop emotion management skills, and support the transfer of these skills to the real-world practice setting of financial trading.
This report provides a comprehensive overview of what xDelia is about and what we have achieved over the life of the project. In the sections that follow, we explain the decision problems investors are faced with in a fast paced environment and the limitations of traditional approaches to reduce cognitive errors; introduce an alternative, technology-enhanced learning approach of diagnosis and feedback, skill development, and transfer; describe the learning intervention comprising twelve autonomous learning elements that we have developed; and present evidence from thirty-five studies we have conducted on learning effects and stakeholder acceptance
Effectiveness if traditional games compared with technological games in classroom climate and student's performance in the EFL classroom : a quasi-experimental research
Tesis (PedagogĂa en InglĂ©s)The present study intended to corroborate the hypothesis that both technological and traditional games can help school students in their learning process and that traditional games unlike technological ones, also help in the creation of a better classroom climate. Through a quasi-experiment in three different educational settings, control groups and experimental ones were going to be measured both in studentsâ performance expressed in marks and in classroom climate measured with a sociometric test. Chileâs current national contingency has prevented this study to be concluded as expected. As an alternative outcome, the researchers carried out a perception study that compared studentâs acceptance of both technological and traditional games. The result of this study shows that current students, who are digital natives, showed a slight preference for traditional games over the technological ones, defying the common belief that students only react positively to technology.El presente estudio pretende corroborar la hipĂłtesis de que tanto los juegos tecnolĂłgicos como los tradicionales pueden ayudar a los alumnos en su proceso de aprendizaje y que los juegos tradicionales a diferencia de los tecnolĂłgicos pueden ayudar, ademĂĄs en la creaciĂłn de un mejor clima de aula. A travĂ©s de un cuasi-experimento en tres diferentes establecimientos educacionales, en los grupo de control y experimentales se iba a medir tanto el rendimiento de los estudiantes expresado a travĂ©s de sus calificaciones, como el clima de aula medido a travĂ©s de un cuestionario sociomĂ©trico. La actual contingencia nacional de Chile ha impedido que este estudio concluya segĂșn lo previsto. Como alternativa, los investigadores llevaron a cabo un estudio de percepciĂłn que comparĂł la aceptaciĂłn de los estudiantes hacia los juegos tecnolĂłgicos y tradicionales. El resultado de este estudio muestra que los estudiantes, siendo nativos digitales. mostraron una ligera preferencia por los juegos tradicionales por sobre los tecnolĂłgicos, desafiando la creencia general de que los estudiantes solo reaccionan positivamente ante la tecnologĂa
Beyond cute: exploring user types and design opportunities of virtual reality pet games
Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games
Recommended from our members
Demon girl power: Regimes of form and force in videogames primal and Buffy the Vampire Slayer
'There's nothing like a spot of demon slaughter to make a girl's night'. Since the phenomenal success of the Tomb Raider (1996) videogame series a range of other videogames
have used carefully branded animated female avatars. As with most other media, the game industry tends to follow and expand on established lucrative formats to secure an established market share. Given the capacity
of videogames to create imaginary worlds in 3D that can be interacted with, it is not perhaps surprising that pre-established worlds are common in videogames, as is the case with Buffy the Vampire Slayer (there are currently three videogames based on the cult TV show 2000-2003), but in other games worlds have to be built from scratch, as is the case with Primal (2003). With the mainstream media's current romance with kickass action heroines, the advantage of female animated game avatars is their potential to broaden the appeal of games across genders. This is however a double-edged affair: as well as appealing to what might be a termed a post-feminist market, animated forms enable hyper-feminine proportions and impossible vigour.
I argue that becoming demon - afforded by the plasticity of animation â in these games troubles the representational qualities ordinarily afforded to female avatars in videogames. But I also argue that theories of representation are insufficient for a full understanding of the formal particularities of videogames and as
such it is crucial to address the impact of media-specific attributes of videogames on the interpellation of players into the game space and the way that power regimes are organised. While theories of gender representation can go someway towards understanding the ideological construction of game characters, they
are not developed sufficiently to accommodate the particular nature of player participation intrinsic to playing digital games. The fact that players are interpolated into the game worlds of the Buffyverse and Primal in ways quite different to other media forms is significant and I offer the concept of 'being-in-the-world-of-thegame'
to illustrate how theories of representation alone are not sufficient to the task of analysing videogame forms. This paper focuses on the ways in which the interactive and spatial features of videogame formats affect narrative structure, characterisation and themes (particularly agency and power) and I argue that an address of the ways that videogames operate structurally is essential if we are to understand how they take
animation into the realms of interactivity and how videogames generate meaning and pleasure
Worlds at our fingertips:reading (in) <i>What Remains of Edith Finch</i>
Video games are works of written code which portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies which blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This paper aims to analyse how these design strategies are deployed in What Remains of Edith Finch (Giant Sparrow, 2017) to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators because they support interpretive play (Upton, 2015) through slowness, ambiguity (Muscat et al., 2016; Pinchbeck 2012), narrative and aesthetic aspirations (Carbo-Mascarell, 2016). Understanding walking sims as literary games (Ensslin, 2014) can shift the emphasis from their lack of âtraditionalâ gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways
- âŠ