4,995 research outputs found

    Immersion and Gameplay Experience: A Contingency Framework

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    The nature of the relationship between immersion and gameplay experience is investigated, focusing primarily on the literature related to flow. In particular, this paper proposes that immersion and gameplay experience are conceptually different, but empirically positively related through mechanisms related to flow. Furthermore, this study examines gamers' characteristics to determine the influence between immersion and gameplay experiences. The study involves 48 observations in one game setting. Regression analyses including tests for moderation and simple slope analysis are used to reveal gamers' age, experience, and understanding of the game, which moderate the relationship between immersion and gameplay experience. The results suggest that immersion is more positive for gameplay experience when the gamer lacks experience and understanding of the game as well as when the gamer is relatively older. Implications and recommendations for future research are discussed at length in the paper

    Recall and recognition of in-game advertising : the role of game control

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    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e. kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts

    Educational games - are they worth the effort? A literature survey of the effectiveness of serious games

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    Social learning through gaming

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    Throughout human history we have played and gamed. Ac-cording to Eric Berne (1964), author of Games People Play, human relationships are in fact comprised of game playing behaviors. Huizinga [1] observes that playing games is on

    Assessing the potential to use serious gaming in planning processes for sanitation designed for resource recovery

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    There is an urgent need for innovations in the sanitation sector to minimize environmental impacts and maximize resource recovery. Uptake of innovations may require changes in established technical practices, organisational norms and/or individual behaviours. Achieving change in any of these areas requires influencing cognitive, normative and relational learning processes. Serious games have been identified a potential tool for planners and environmental managers to influence such learning processes. This study designed the serious game RECLAIM to share knowledge about resource recovery from sanitation and to support attitude-change and collaboration between players. A structured framework was applied to assess if the game: 1) increased understanding of resource recovery (cognitive learning), 2) changed worldviews (normative learning), 3) led to more collaboration (relational learning), and 4) was a positive experience. Proof-of-concept testing of the game in Uganda found that it was positively received. The game provided cognitive learning on environmental and health impacts, resource recovery, and sanitation in general. Players gained an appreciation of the need for collaboration and it was deemed to have the potential to influence worldviews of a larger stakeholder group. Future recommendations include embedding the game in planning processes, including several gaming sessions that would strengthen cognition learning and the potential for changing practices

    Assessing the potential to use serious gaming in planning processes for sanitation designed for resource recovery

    Get PDF
    There is an urgent need for innovations in the sanitation sector to minimize environmental impacts and maximize resource recovery. Uptake of innovations may require changes in established technical practices, organisational norms and/or individual behaviours. Achieving change in any of these areas requires influencing cognitive, normative and relational learning processes. Serious games have been identified a potential tool for planners and environmental managers to influence such learning processes. This study designed the serious game RECLAIM to share knowledge about resource recovery from sanitation and to support attitude-change and collaboration between players. A structured framework was applied to assess if the game: 1) increased understanding of resource recovery (cognitive learning), 2) changed worldviews (normative learning), 3) led to more collaboration (relational learning), and 4) was a positive experience. Proof-of-concept testing of the game in Uganda found that it was positively received. The game provided cognitive learning on environmental and health impacts, resource recovery, and sanitation in general. Players gained an appreciation of the need for collaboration and it was deemed to have the potential to influence worldviews of a larger stakeholder group. Future recommendations include embedding the game in planning processes, including several gaming sessions that would strengthen cognition learning and the potential for changing practices

    A gamification framework demonstrating a complete cycle of vehicle driver performance evaluation

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    Training through a gamified environment motivates the users in achieving optimal outcome and reduces the complexity of learning by adding factor of entertainment in it. The deployment of serious games in automotive industry is a major leap in technological grounds, as it\u2019s a best way to inculcate safe driving patterns to reduce the fatalities and enhance resource usage which includes car accessories and fuel. The Ph.D. thesis represents Gamification platform aimed to Green Mobility and Safe Driving

    Gamifying and evaluating problem structuring: A card game workshop for generating decision objectives

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    Serious games, gamification, or game-based interventions are increasingly used as tools to aid participatory decision-making processes, but their evaluation is often not very rigorous. Therefore, it is still unclear whether game-based interventions are really beneficial. We focused on the following overarching question: how effective are game-based interventions specifically designed to support decision-making processes. We used an illustrative case to reflect on this question. Using a published framework proposing that design processes of game-based interventions and their evaluation are intertwined, we designed simultaneously (1) a game-based intervention, specifically a card game and a workshop structure in which this card game is to be used, and (2) its evaluation procedure, formulating evaluation questions and proposing measure instruments based on the literature. We pre-tested the evaluation procedure in a small pilot study with 10 students. We illustrate the use of the design framework for an intervention to generate objectives in a decision-making process about sustainable wastewater management. Through our illustrative case, we identify future research opportunities about designing game-based interventions and evaluating their effectiveness. We found that it is possible to address the dual challenge of game-based interventions for participatory decision-making processes: (1) designing an informative and engaging game-based intervention without telling participants what to think and (2) designing a tailored evaluation procedure. Designing the game-based intervention and its evaluation simultaneously is valuable, because both are strongly intertwined. However, conducting the evaluation is demanding and requires the collaborative efforts of scientists, including across disciplinary boundaries. For instance, the data collection effort could be distributed among different research groups to increase sample size. This would allow including control treatment(s) and covering the variation span of the confounding factors more broadly. All material is made openly available to foster collaborative future research

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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