9 research outputs found

    Two Decades of Game Jams

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    In less than a year's time, March 2022 will mark the twentieth anniversary of the first documented game jam, the Indie Game Jam, which took place in Oakland, California in 2002. Initially, game jams were widely seen as frivolous activities. Since then, they have taken the world by storm. Game jams have not only become part of the day-to-day process of many game developers, but jams are also used for activist purposes, for learning and teaching, as part of the experience economy, for making commercial prototypes that gamers can vote on, and more. Beyond surveying game jams and the relevant published scientific literature from the last two decades, this paper has several additional contributions. It builds a history of game jams, and proposes two different taxonomies of game jams - a historical and a categorical. In addition, it discusses the definition of game jam and identifies the most active research areas within the game jam community such as the interplay and development with local communities, the study and analysis of game jammers and organisers, and works that bring a critical look on game jams

    'The game doesn’t judge you' : game designers’ perspectives on implementing failure in video games

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    Effective gamification of the stop-signal task: Two controlled laboratory experiments

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    BACKGROUND A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as general damage to the prefrontal cortex. A stop-signal task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research-focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification-the application of game-based elements in nongame settings-has shown to improve engaged attention to a cognitive task, thus increasing participant motivation and data quality. OBJECTIVE This study aims to design a gamified SST that improves participants' engagement and validate this gamified SST against a standard SST. METHODS We described the design of our gamified SST and reported on 2 separate studies that aim to validate the gamified SST relative to a standard SST. In study 1, a within-subject design was used to compare the performance of the SST and a stop-signal game (SSG). In study 2, we added eye tracking to the procedure to determine if overt attention was affected and aimed to replicate the findings from study 1 in a between-subjects design. Furthermore, in both studies, flow and motivational experiences were measured. RESULTS In contrast, the behavioral performance was comparable between the tasks (P<.87; BF01=2.87), and the experience of flow and intrinsic motivation were rated higher in the SSG group, although this difference was not significant. CONCLUSIONS Overall, our findings provide evidence that the gamification of SST is possible and that the SSG is enjoyed more. Thus, when participant engagement is critical, we recommend using the SSG instead of the SST

    Information and Communication Technologies in Tourism 2022

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    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    Information and Communication Technologies in Tourism 2022

    Get PDF
    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    Producing Affection : Affect and Mediated Intimacy in Pokémon

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    Pokémon is a global multimedia franchise formed around a core series of videogames and a variety of characters to collect, learn about, and play with. Throughout its decades of development, Pokémon has grown into a media mix comprising of digital and analog games, animations, comics, toys, and a plethora of branded merchandize, all centering on the Pokémon characters and the audience’s relationship with them. In this thesis, I explore how affection is formed and distributed in Pokémon. I view the relationship with Pokémon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of Pokémon and the affective relations therein. I focus primarily on the Pokémon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of Pokémon. This study presents the mediated intimacy of Pokémon as the result of the ludic and technological foundations of the Pokémon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of Pokémon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of Pokémon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of Pokémon. Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.Tuotettua kiintymystä. Pokémonin affekti ja medioitu intiimiys Pokémon on globaali monimediakokonaisuus. Sen keskiössä on joukko videopelejä sekä niiden hahmoja, joita kerätään, joista opitaan ja joiden kanssa leikitään. Pokémonista on vuosikymmenten mittaan kasvanut mediatuotteiden rypäs, media mix: monista tuote- ja julkaisukanavista koostuva kokonaisuus, joka sisältää digitaalisia ja analogisia pelejä, animaatioita, sarjakuvia, leluja ja brändituotteita, joissa kaikissa korostuvat Pokémon-hahmot sekä yleisön suhde niihin. Väitöskirjassani tarkastelen, miten kiintymystä rakennetaan ja levitetään Pokémonissa. Tutkin Pokémon-hahmoihin muodostettuja suhteita medioidun intiimiyden käsitteen kautta. Tutkimuksessani suhteet näyttäytyvät kiintymyksellisten tunteiden tiivistyminä sekä läheisyytenä, jota ilmaistaan teknologian avulla ja sitä kohtaan. Näin tarkastelen, miten teknologisten sekä fantastisten kehojen toimijuus näkyy arkipäiväisten affektien muodostumisessa. Ammentamalla pelitutkimuksesta ja affektitutkimuksesta kehitän monitieteisen metodin mediatekstien pelaamiseen ja lukemiseen, ja käytän sitä Pokémonin media mixin, sen affektien ja sen piirissä muodostettujen kiintymyssuhteiden analysointiin. Keskityn erityisesti Pokémon-videopeleihin, jotka toimivat koko media mixin ydintuotteena. Tutkin, miten Pokémonin media mix on rakennettu ensisijaisesti pelilliselle ja leikilliselle pohjalle, ja ehdotan tätä tulkintamallia keskeiseksi Pokémonin medioidun intiimiyden ymmärtämiselle. Tutkimuksen tuloksena esitän Pokémonin medioidun intiimiyden muodostuvan Pokémonin media mixin leikillisistä ja teknologisista juurista, joiden perustana on alkuperäisten Pokémon-videopelien roolipelillinen rakenne sekä se, miten sen avulla pelaajat on asemoitu hahmoiksi Pokémonin maailmaan. Fiktiota ja todellisuutta sekoittavassa leikillisessä ympäristössä Pokémonin media mix ohjaa pelaajia hoivan ja huolenpidon teemojen kautta tekemään tunnetyötä tuoteperheen mediatekstien parissa ja piirtää tämän työn tulokset Pokémon-hahmojen monimediakehoille. Lisäksi väitöstutkimukseni osallistuu intiimiyden laajempaan teoretisointiin ja uudelleenmäärittelyyn tarkastelemalla elollisten ja leikillisesti elävien toimijoiden suhteita biologisena ja teknologisena yhteenliittymän

    Offene-Welt-Strukturen: Architektur, Stadt- und Naturlandschaft im Computerspiel

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    Welche Rolle spielen Algorithmen für den Bildbau und die Darstellung von Welt und Wetter in Computerspielen? Wie beeinflusst die Gestaltung der Räume, Level und Topografien die Entscheidungen und das Verhalten der Spieler_innen? Ist der Brutalismus der erste genuine Architekturstil der Computerspiele? Welche Bedeutung haben Landschaftsgärten und Nationalparks im Strukturieren von Spielwelten? Wie wird Natur in Zeiten des Klimawandels dargestellt? Insbesondere in den letzten 20 Jahren adaptieren digitale Spielwelten akribischer denn je Merkmale der physisch-realen Welt. Durch aufwändige Produktionsverfahren und komplexe Visualisierungsstrategien wird die Angleichung an unsere übrige Alltagswelt stets in Abhängigkeit von Spielmechanik und Weltlichkeit erzeugt. Wie sich spätestens am Beispiel der Open-World-Spiele zeigt, führt die Übernahme bestimmter Weltbilder und Bildtraditionen zu ideologischen Implikationen, die weit über die bisher im Fokus der Forschung stehenden, aus anderen Medienformaten transferierten Erzählkonventionen hinausgehen. Mit seiner Theorie der Architektur als medialem Scharnier legt der Autor offen, dass digitale Spielwelten medienspezifische Eigenschaften aufweisen, die bisher nicht zu greifen waren und der Erforschung harrten. Durch Verschränken von Konzepten aus u.a. Medienwissenschaft, Game Studies, Philosophie, Architekturtheorie, Humangeografie, Landschaftstheorie und Kunstgeschichte erarbeitet Bonner ein transdisziplinäres Theoriemodell und ermöglicht anhand der daraus entwickelten analytischen Methoden erstmals, die komplexe Struktur heutiger Computerspiele - vom Indie Game bis zur AAA Open World - zu verstehen und zu benennen. Mit "Offene-Welt-Strukturen" wird die Architektonik digitaler Spielwelten umfassend zugänglich
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