29,909 research outputs found

    You are what you play?: a quantitative study into game design preferences across gender and their interaction with gaming habits

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    Gaming is rapidly gaining popularity as a pastime among women. One explanation for this could be the industry targeting female gamers through specific ‘girl game’ releases. This could imply that there are a priori differences in game design preferences between female and male gamers. The purpose of the present study is to explore these differences to see whether there is a mediating effect of previous experience with certain game genres on subsequent design preferences of male and female gamers. More particularly, we distinguish between ‘core’ genre players (CP) and ‘non-core’ genre players (NCP). By means of a 2*2 ANOVA design using an online survey, we examine the main effects of gender, core genre players (CP/NCP) and the interaction effects between both independent variables. The results show that game preferences of male CP, female CP and male NCP are generally in line with one another whereas those of female NCP differ significantly

    2.0 Society Convergences: Coexistence, Otherness, Communication and Edutainment

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    The research finds justification given the incidence and magnitude they currently have in the human social sphere in the framework of the so-called Society 2.0. Derived from this framework, this approach must specially consider education as a vital social process. The same happens with information and communication technologies since they are frequently and increasingly used as mediation in educational contexts and because of their undeniable mediation in human interactions. Consequently, one of the most relevant questions tackled in this research refers to the disciplines required to provide a sufficiently broad theoretical and conceptual background for the scientific basis of the convergence between communication, edutainment, coexistence and otherness to effectively transform the last two concepts into measurable variables. The paper results from the content and a systemic analysis using ATLAS.ti software of published scientific documents for the last two decades about the phenomena of coexistence and otherness. As a main result, the researchers present a taxonomy that includes dimensions and indicators that enable the conversion of both constructs into measurable variables. Thus, a convergence to address the scientific study of coexistence and otherness from communication and edutainment emerged. The review also provides a theoretical basis for designing intervention models aimed at promoting coexistence. Edutainment is also incorporated as a novel tool to promote pro-social attitude

    Using Data Envelopment Analysis to Assess the Relative Efficiency of Different Climate Policy Portfolios

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    Within the political, scientific and economic debate on climate change, the process of evaluating climate policies ex-ante, during and/or ex-post their lifetime, is receiving increasing attention from international institutions and organisations. The task becomes particularly challenging when the aim is to evaluate strategies or policies from a sustainability perspective. The three pillars of sustainability should then be jointly considered in the evaluation process, thus enabling a comparison of the social, the environmental and the economic dimensions of the policy’s impact. This is commonly done in a qualitative manner and is often based on subjective procedures. The present paper discusses a data-based, quantitative methodology to assess the relative performances of different climate policies, when long term economic, social and environmental impacts of the policy are considered. The methodology computes competitive advantages as well as relative efficiencies of climate policies and is here presented through an application to a sample of eleven global climate policies, considered as plausible for the near future. The proposed procedure is based on Data Envelopment Analysis (DEA), a technique commonly employed in evaluating the relative efficiency of a set of decision making units. We consider here two possible applications of DEA. In the first, DEA is applied coupled with Cost-Benefit Analysis (CBA) in order to evaluate the comparative advantages of policies when accounting for social and environmental impacts, as well as net economic benefits. In the second, DEA is applied to compute a relative efficiency score, which accounts for environmental and social benefits and costs interpreted as outputs and inputs. Although the choice of the model used to simulate future economic and environmental implications of each policy (in the present paper we use the FEEM RICE model), as well as the choice of indicators for costs and benefits, represent both arbitrary decisions, the methodology presented is shown to represent a practical tool to be flexibly adopted by decision makers in the phase of policy design.Climate, Policy, Valuation, Data envelopment analysis, Sustainability

    Games for a new climate: experiencing the complexity of future risks

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    This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to “explore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.” Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders – including subsistence farmers, humanitarian workers, scientists, policymakers, and donors – to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr

    The New Basel Accord and the Nature of Risk: A Game Theoretic Perspective

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    Basel II changes risk management in banks strongly. Internal rating procedures would lead one to expect that banks are changing over to active risk control. But, if risk management is no longer a simple "game against nature", if all agents involved are active players then a shift from a non-strategic model setting (measuring event risk stochastically) to a more general strategic model setting (measuring behavioral risk adequately) comes true. Knowing that a game is any situation in which the players make strategic decisions – i.e., decisions that take into account each other's actions and responses – game theory is a useful set of tools for better understanding different risk settings. Embedded in a short history of the Basel Accord in this article we introduce some basic ideas of game theory in the context of rating procedures in accordance with Basel II. As well, some insight is given how game theory works. Here, the primary value of game theory stems from its focus on behavioral risk: risk when all agents are presumed rational, each attempting to anticipate likely actions and reactions by its rivals --New Basel Accord,event risk,behavioral risk,rating,simple game,Nash-equilibrium,game theory

    How to Create an Innovation Accelerator

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    Too many policy failures are fundamentally failures of knowledge. This has become particularly apparent during the recent financial and economic crisis, which is questioning the validity of mainstream scholarly paradigms. We propose to pursue a multi-disciplinary approach and to establish new institutional settings which remove or reduce obstacles impeding efficient knowledge creation. We provided suggestions on (i) how to modernize and improve the academic publication system, and (ii) how to support scientific coordination, communication, and co-creation in large-scale multi-disciplinary projects. Both constitute important elements of what we envision to be a novel ICT infrastructure called "Innovation Accelerator" or "Knowledge Accelerator".Comment: 32 pages, Visioneer White Paper, see http://www.visioneer.ethz.c

    Serious Fun: Gaming the Book Festival

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    Book festivals provide a tantalising instance of the overlapping cultural, social and economic dimensions of contemporary literary culture. This article proposes the application of a new conceptual framework, that of game-inspired thinking, to their study. Game-inspired thinking uses games as metaphors that concentrate and exaggerate aspects of cultural phenomena in order to produce new knowledge about their operations. It is also an arts-informed methodology that offers a mid-level perspective between empirical case studies and abstract models. As a method, our Bookfestivalopoly and other games focus attention on the material, social and ideological dimensions of book festivals. In particular, they confirm the presence of neoliberal pressures and neocolonial inequalities in the “world republic of letters.” Our research thus makes a contribution to knowledge about the role of festivals within contemporary literary culture, and provides a model for researchers of cultural phenomena who may want to adopt game-inspired, arts-informed thinking as an alternative to traditional disciplinary methods. RĂ©sumĂ© Les festivals du livre offrent un exemple attirant du chevauchement culturel, social et Ă©conomique des dimensions de la culture littĂ©raire. Cet article propose l'application d'un nouveau cadre conceptuel Ă  leur Ă©tude, celui de la rĂ©flection inspirĂ©e par le jeu. La rĂ©flection inspirĂ©e par le jeu utilise le jeu comme une mĂ©taphore qui concentre et exagĂšre certains aspects de phĂ©nomĂšnes culturels culturels afin de produire de nouvelles connaissances envers leurs opĂ©rations. Il s'agit aussi d'une mĂ©thodologie informĂ©e par les arts qui offre une perspective Ă  mi-chemin entre Ă©tudes de cas empiriques et modĂšles abstraits. En tant que mĂ©thode, nos Bookfestivalopoly et autres jeux concentrent l'attention sur les dimensions matĂ©rielles, sociales et idĂ©ologiques des festivals du livre. En particulier, ils confirment la prĂ©sence de pressions nĂ©olibĂ©rales et d'iniquitĂ©s nĂ©ocoloniales dans . C'est ainsi que notre recherche fait une contribution Ă  la connaissance du rộle des festivals dans la culture littĂ©raires contemporaine, et offre un modĂšle pour les rechercheurs de phĂ©nomĂšnes culturels qui aimeraient adopter une approche inspirĂ©e par le jeu et les arts en alternative aux traditionnelles mĂ©thodes disciplinaires

    Using a gamified monitoring app to change adolescents' snack intake : the development of the REWARD app and evaluation design

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    Background: As the snacking pattern of European adolescents is of great concern, effective interventions are necessary. Till now health promotion efforts in children and adolescents have had only limited success in changing adolescents' eating patterns and anthropometrics. Therefore, the present study proposes an innovative approach to influence dietary behaviors in youth based on new insights on effective behavior change strategies and attractive intervention channels to engage adolescents. This article describes the rationale, the development, and evaluation design of the 'Snack Track School' app. The aim of the app is to improve the snacking patterns of Flemish 14- to 16-year olds. Methods: The development of the app was informed by the systematic, stepwise, iterative, and collaborative principles of the Intervention Mapping protocol. A four week mHealth intervention was developed based on the dual-system model with behavioral change strategies targeting both the reflective (i.e., active learning, advance organizers, mere exposure, goal-setting, monitoring, and feedback) and automatic processes (i.e., rewards and positive reinforcement). This intervention will be evaluated via a controlled pre-post design in Flemish schools among 1400 adolescents. Discussion: When this intervention including strategies focused on both the reflective and automatic pathway proves to be effective, it will offer a new scientifically-based vision, guidelines and practical tools for public health and health promotion (i.e., incorporation of learning theories in intervention programs)
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