42 research outputs found

    Supporting Worth Mapping with Sentence Completion

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    Expectations for design and evaluation approaches are set by the development practices within which they are used. Worth Centred Development (WCD) seeks to both shape and fit such practices. We report a study that combined two WCD approaches. Sentence completion gathered credible quantitative data on user values, which were used to identify relevant values and aversions of two player groups for an online gambling site. These values provided human value elements for a complementary WCD approach of worth mapping. Initial worth maps were extended in three workshops, which focused on outcomes and user experiences that could be better addressed in the current product and associated marketing materials. We describe how worth maps were prepared for, and presented in, workshops, and how product owners and associated business roles evaluated the combination of WCD approaches. Based on our experiences, we offer practical advice on this combinination

    Helping Hands: Designing Video Games with Interpersonal Touch Interaction

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    What role can videogames play in the COVID-19 pandemic?

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    Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, focusing specifically on the ways in which games can be tools for social connectedness and psychological healing for older adults and intergenerationally. Special focus will be placed on the role games can play for post-traumatic stress among first responders

    Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review

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    Video games have been around since the 1960s and have impacted upon society in a myriad of different ways. The purpose of this scoping review is to identify existing literature within the domain of video games which recruited participants from the Generation X (1965–1980) cohort. Six databases were searched (ACM, CINHAL Google Scholar, PubMed, Scopus, and Web of Science) focusing on published journal papers between 1970 and 2000. Search results identified 3186 articles guided by the PRISMA Extension for Scoping Reviews (PRISMA-ScR); 4 papers were irretrievable, 138 duplicated papers were removed, leaving 3048 were assessed for eligibility and 3026 were excluded. Articles (n = 22) were included into this review, with four papers primarily published in 1997 and in 1999. Thematic analysis identified five primary themes: purpose and objectives, respective authors’ reporting, technology, ethics and environment) and seven secondary themes: populations, type of participants (e.g. children, students), ethical approval, study design, reimbursement, language, type of assessments. This scoping review is distinctive because it primarily focuses on Generation X, who have experienced and grown-up with videogames, and contributes to several disciplines including: game studies, gerontology and health, and has wider implications from a societal, design and development perspective of video games

    Investigating the interaction between personalities and the benefit of gamification

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    Digital aura

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    Context Modelling and Management in Ambient-aware Pervasive Environments

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    Services in pervasive computing systems must evolve so that they become minimally intrusive and exhibit inherent proactiveness and dynamic adaptability to the current conditions, user preferences and environment. Context awareness has the potential to greatly reduce the human attention and interaction bottlenecks, to give the user the impression that services fade into the background, and to support intelligent personalization and adaptability features. To establish this functionality, an infrastructure is required to collect, manage, maintain, synchronize, infer and disseminate context information towards applications and users. This paper presents a context model and ambient context management system that have been integrated into a pervasive service platform. This research is being carried out in the DAIDALOS IST Integrated Project for pervasive environments. The final goal is to integrate the platform developed with a heterogeneous all-IP network, in order to provide intelligent pervasive services to mobile and non-mobile users based on a robust context-aware environment
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