191 research outputs found

    Fame and fortune, or just fun? A study on why people create content on video platforms

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    PurposeThe purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private individuals online, have become increasingly monetized and professionalised through the accessible tools provided by video sharing services, which has presented a noteworthy manifestation of the increasing merger of the work and leisure within digital environments and the emergence of a hybrid form of work and play, playbour.Design/methodology/approachThe data for the study were collected using an online survey of 377 video content creators and it was analysed via structural equation modelling.FindingsThe findings of the study indicate that although the practice of video content creation is becoming more commercialised and professionalised, the extrinsic motivations, often associated with work (e.g. income, prestige), remain less significant drivers for content creation than intrinsic motivations (e.g. enjoyment,socialisation), which are associated with leisure activities.Originality/valueThis study offers insight into how the authors have begun to reorganise the position in the new digital labour culture, where monotonous tasks are increasingly automated, allowing room for intrinsically driven playful labour to develop within the leisure activities.</p

    Goal models for acceptance requirements analysis and gamification design.

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    The success of software systems highly depends on user engagement. Thus, to deliver engaging systems, software has to be designed carefully taking into account Acceptance Requirements, such as '70% of users will use the system', and the psychological factors that could influence users to use the system. Analysis can then consider mechanisms that affect these factors, such as Gamification (making a game out of system use), advertising, incentives and more. We propose a Systematic Acceptance Requirements Analysis Framework based on Gamification for supporting the requirements engineer in analyzing and designing engaging software systems. Our framework, named Agon, encompasses both a methodology and a meta-model capturing acceptance and gamification knowledge. In this paper, we describe the Agon Meta-Model and provide examples from the gamification of a decision-making platform in the context of a European Project

    The Association between the Preference for Active Play and Neurological Development in Toddlers: A Register-Based Study

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    Active play is regarded as physical activity during early childhood. Physical activity has many benefits for children’s physical and psychosocial health and wellbeing, as well as for their cognitive development. The aim of this study was to investigate associations between the preference for active play and neurological development in toddlers. The study was conducted as a register-based study, and the data were collected from a public-health clinic’s electronic health records. The register data about active play used in this study were originally assessed by parents at home and by early years teachers at nurseries. Neurological development was assessed by the public health nurses in public child-health clinics. The data eligible for this study were available from 717 toddlers aged 2.5–3.0 years old (mean: 2.5 years ± 2 months). The majority of toddlers (85%) showed a preference for active play, both at home and at the nursery. The prevalence of delays in the neurological development of toddlers varied in different developmental areas (by 1–15%). Delays in gross motor competence, auditory perception, and self-help skills were associated with a lower preference for active play in nursery settings, but none of the neurodevelopmental items were found to be associated with toddlers’ preference for active play at home. Nurseries need to encourage children to actively play and support their gross motor competence and self-help skills.</p

    The effect of an active video game intervention on physical activity, motor performance, and fatigue in children with cancer: a randomized controlled trial

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    ObjectiveTo evaluate the effect of active video games in promoting physical activity and motor performance, and reducing fatigue in children with cancer. A randomized controlled trial was conducted. The intervention included playing Nintendo Wii™Fit (Nintendo Co., Ltd., Kyoto, Japan) for 30 min/day for 8 weeks. Physical activity was estimated with accelerometers, physical activity diaries and questionnaires. Movement-ABC2 and PedsQL™ were used to examine motor performance and fatigue. Intervention experiences and fidelity were examined with an interview.ResultsParticipants (n = 36 children with cancer, 3–16 years-old) were randomly assigned to the intervention and control groups. The median [min–max] accelerometer counts/h (500 [131–1130] vs 385 [116–1012], p = 0.63) and physical activity min/day (34 [0–150] vs 23 [0–260], p = 0.95) did not differ between the groups. Change between the pre-test and post-test regarding motor performance and fatigue was similar in both groups (motor performance p = 0.77; fatigue p = 1.00). Participants experienced playing active video games meaningful, but the intervention was not followed completely as instructed. Overall, the physical activity levels were low and one fourth of the children had or were at risk of having movement difficulties.</p

    Modeling a mobile group recommender system for tourism with intelligent agents and gamification

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    To provide recommendations to groups of people is a complex task, especially due to the group’s heterogeneity and conflicting preferences and personalities. This heterogeneity is even deeper in occasional groups formed for predefined tour packages in tourism. Group Recommender Systems (GRS) are being designed for helping in situations like those. However, many limitations can still be found, either on their time-consuming configurations and excessive intrusiveness to build the tourists’ profile, or in their lack of concern for the tourists’ interests during the planning and tours, like feeling a greater liberty, diminish the sense of fear/being lost, increase their sense of companionship, and promote the social interaction among them without losing a personalized experience. In this paper, we propose a conceptual model that intends to enhance GRS for tourism by using gamification techniques, intelligent agents modeled with the tourists’ context and profile, such as psychological and socio-cultural aspects, and dialogue games between the agents for the post-recommendation process. Some important aspects of a GRS for tourism are also discussed, opening the way for the proposed conceptual model, which we believe will help to solve the identified limitations.This work was supported by the GrouPlanner Project (POCI-01-0145-FEDER-29178) and by National Funds through the FCT –Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within the Projects UID/CEC/00319/2019 and UID/EEA/00760/2019

    New Economy, Food, and Agriculture

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    Consumers are becoming increasingly more informed about food systems and are interested not only in healthy, safe, and tasty food but also sustainable production, animal welfare, climate changes, and food waste. Consumers are also more focused on changing their lifestyle related to improved health knowledge and nutrition education (Timmer 2005). Maxwell and Slater (2004) have proposed criteria to evaluate food systems, including nutrition and health, rights and influence, security, sustainability, equality, and social inclusion. The authors also point out that the primary international institutions in the food value chain are not only the Food and Agriculture Organization and World Health Organization but also United Nations Industrial Development Organization, International Labour Organization, and World Trade Organization. The emerging trends in the food system are features of the {\dq}new economy.{\dq} This term describes the outcome of the transition from production- and manufacturing-based economy to a service-based or post-industrial economy at the end of the twentieth century. The traditional production factors such as cheap labor, land, and raw materials lose their importance in generating profits and competitiveness. The key is understanding of food consumer demand, knowledge of food industry and agriculture employees based on creativity, and flexibility of processes of production

    New Economy, Food, and Agriculture

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    Consumers are becoming increasingly more informed about food systems and are interested not only in healthy, safe, and tasty food but also sustainable production, animal welfare, climate changes, and food waste. Consumers are also more focused on changing their lifestyle related to improved health knowledge and nutrition education (Timmer 2005). Maxwell and Slater (2004) have proposed criteria to evaluate food systems, including nutrition and health, rights and influence, security, sustainability, equality, and social inclusion. The authors also point out that the primary international institutions in the food value chain are not only the Food and Agriculture Organization and World Health Organization but also United Nations Industrial Development Organization, International Labour Organization, and World Trade Organization. The emerging trends in the food system are features of the {\dq}new economy.{\dq} This term describes the outcome of the transition from production- and manufacturing-based economy to a service-based or post-industrial economy at the end of the twentieth century. The traditional production factors such as cheap labor, land, and raw materials lose their importance in generating profits and competitiveness. The key is understanding of food consumer demand, knowledge of food industry and agriculture employees based on creativity, and flexibility of processes of production

    Continuance Use Intention of a Gamified Programming Learning System

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    Published ArticleThe gamification of education offers various advantages including increased engagement of students. Limited research is currently available that can shed light on the influence of various gamification elements in on-line learning environments on the engagement and continuance use intention of students. The objective of the study was therefore to investigate the influence of gamification elements in on-line learning environments on the engagement of students and consequently on the continuance use intention of students. The population of the study consisted of 192 second-year Information Technology students enrolled at the Central University of Technology (Free State). An on-line questionnaire was used to collect data from students. The results indicated that the rewards that students received, as well as their self-expression and status in a gamified programming learning environment are very important to enhance their engagement in these environments. Furthermore, the study revealed that meaningful experiences in on-line learning environments is the leading predictor of continuance use intention of students in gamified programming learning environments. The results of this study could assist instructors in information technology departments of higher education institutions to incorporate gamified programming learning environments into their learning offerings
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