1,382 research outputs found
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The Convergence of Player Experience Questionnaires
Player experience is an important field of digital games research to understand how games influence players. A common way to directly measure players’ reported experiences is through questionnaires. However, the large number of questionnaires currently in use introduces several challenges both in terms of selecting suitable measures and comparing results across studies. In this paper, we review some of the most widely known and used questionnaires and focus on the immersive experience questionnaire (IEQ), the game engagement questionnaire (GEQ), and the player experience of need satisfaction (PENS), with the aim to position each of them in relation to each other. This was done through an online survey, in which we gathered 270 responses from players about their most recent experience of a digital game. Our findings show considerable convergence between these three questionnaires and that there is room to refine them into a more widely applicable measure of general game engagement
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The effect of time manipulation on immersion in digital games
Many empirical studies look into identifying factors that influence the quality of experience in video games. In this paper, we present research into the effect of playing time and players’ perception of the time on their immersion in the game. We invited 20 participants to play a puzzle game Bejeweled 2 for 7 min. They played the game in two conditions, namely, correct time (timer was programmed to be exactly 7 min) and wrong time (the countdown was set to be for 6 min, but was presented as a 7 min timer to the player). Players’ immersion scores were measured after the game using the IEQ. The results show no significant difference in immersion scores between the two conditions and participants’ comments also revealed that they perceived no difference in playing time between the conditions. This suggests that there is a dissociation between gaming time and subjective experience of gaming. Further research is required to investigate the relationship between playing time and positive gaming experiences
Hidraul : suatu penyelesaian
Buku ini mengandungi beberapa bab iaitu kandungan: prakata, catatan sejarah, bab 1 ciri fizik bendalir, pendahuluan, takrifan, unit, bab 2 statik bendalir, perubahan keamatan tekanan, pengukuran tekanan, daya pada satah dan permukaan melengkung, ketimbulan, bab 3 hukum aliran bendalir, pengelasan jenis aliran, bab 4 penggunaan hukum aliran bendalir, garis tenaga dan garis gred hidraul, meter venturi, tiub pitot, bab 5 analisis bermatra, pengenalan, kaedah rayleigh, kaedah buckingham–p, bab 6 aliran dalam paip, persamaan darcy dan chezy, aliran lamina dalam paip, pengenalan kepada aliran lapisan sempadan dan gelora, bab 7 aliran seragam di saluran, seksyen ekonomis, tenaga tentu, aliran melewati suatu bonjolan di dasar, bab 8 aliran berubah bertahap di saluran, analisis aliran berubah bertahap, pengelasan lengkung air balik, analisis susuk dan titik kawalan, bab 9 model hidraul permukaan terbuka, hukum pengawalan model, penentuan skala model apabila kesasaran diambil kira, penentuan skala apabila pencetekan diambil kira, bab 10 aliran unggul boleh mampatpersamaan tenaga, halaju bunyi, tekanan dan suhu genangan, bab 11 aliran unggul dan nyata, mekanik pemisahan aliran, geseran dan hela seretan, edaran dan lif, bab 12 paluan air, penutupan injap seketika, penentuan tekanan lebih serta penutupan injap cepat dan perlahan
GHG Efficient Policies for Biofuel Production on Agricultural and Abandoned Agricultural Land
Biofuels as a substitution for fossil fuels constitutes one possible greenhouse gas mitigation option. However, there are limitations of and competition over the biomass that could be used. In addition, there are other possible mitigation options that might be more cost efficient to use. For this report, an economic spatial localization model was used to investigate the organization of biofuel production from agricultural land. In particular, the potential of using abandoned agricultural land and the usefulness of using the biofuel as a mitigation option was studied. The results show cost savings with using abandoned agricultural land, while using this type of land can be larger due to land use change emissions. Under a climate target, biofuel from abandoned land can be preferable to other options due to their low costs, despite the potential high emissions. Further research could include implementation of more technologies and a widening to include a larger regional unit and trade effects
Normal soaking extraction (NSE) of rotenone from Derris elliptica
Derris elliptica or the tuba plant contains rotenone, bio-active compound known that has the potential to be used as bio-pesticide. Bio-pesticide is the best-known alternative bio-pesticide which has the potential to replace the use of conventional pesticides, as it is more environmentally friendly. The main objective of the paper is to obtain the best extraction solvent for optimizing the yield in rotenone extraction. Rotenone was extracted from Derris root using three different parts of roots and three types of solvent in Normal Soaking Extraction (NSE). The types of Derris roots are: (1) Fine root (2) Coarse root (3) Stem. The three types of solvent system are: (1) Acetone 95 % (v/v), (2) Chloroform 99.9 % (v/v) and (3) a mixture of ethanol: H2O (9:1) added with oxalic acid (1mg/ml). The liquid crude extracts were further cleaned up to remove the fine debris of roots. The presence of rotenone was confirmed using qualitative analysis Thin Layer Chromatography (TLC) and thereupon the determination of rotenone content was carried out using High Performance Liquid Chromatography (HPLC). From the results obtained, it was found that the Normal Soaking Extraction (NSE) using acetone 95 % (v/v) was the best method to extract the highest yield of rotenone; 1.14 % (w/w)
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Too Many Questionnaires: Measuring Player Experience Whilst Playing Digital Games
Player experience is an important area of research in digital games. The findings are crucial for the developers, designers and reviewers of games, allowing for the better understanding of player experience whilst playing digital games. Questionnaires are a way to directly measure the reported experiences of players. This approach in games research, however, is challenging for new researchers because of the proliferation of questionnaires available. The problem is knowing which questionnaires are measuring what aspect of experience. This paper sets out the need for positioning the various questionnaires in relation to each other. We list all the current available questionnaires to measure engagement whilst playing digital games. We, therefore, argue that further investigation on these questionnaires is needed to produce better quality questionnaires and reduce confusion amongst player experience researchers
Job crafting, employee well-being, and quality of care
The main objective is to study the effects of job crafting activities of elder care and nursing home employees on their perceived well-being and quality of care in two European countries, Spain and Sweden. The Job Crafting, the General Health, and the Quality of Care questionnaires were administered to 530 employees. Correlations and hierarchical regression analyses were performed. Results confirm the effects of job crafting on quality of care (r = .291, p < .01; β = .261, p < .01; ΔR 2 = .065, p < .01) and employees' well-being (r = .201, p < .01; β = .171, p < .01; ΔR 2 = .028, p < .01). A positive linear relationship was found between job crafting and well-being in Spain and Sweden and with quality of care in Spain. On the contrary, in Sweden, the relationship between job crafting and well-being was not linear. Job crafting contributes significantly to employees' and residents' well-being. Management should promote job crafting to co-create meaningful and productive work. Cultural effects are proposed to explain the differences found
Spanish and Swedish eldercare managers' influence on employees
Purpose - Hierarchical and flat organizational types are predominant in Spain and Sweden, respectively. To study how managers' commitment and work overcommitment (WOC) affect employee well-being, and job perception in these different countries can shed insight on how to improve eldercare organization. The purpose of this paper was to study the association between eldercare employee exposure to managers' commitment and WOC, and employee mental well-being and job perception and how these associations differed between Spain and Sweden. Design/methodology/approach - A questionnaire with validated questions on commitment, WOC, mental well-being and job perception, operationalized as the perception of quality of care and turnover intent, was sent out to eldercare managers and employees in Spain and Sweden. t-Tests, χ2 and linear regression were applied to study the associations and differences between the countries. Findings - Interaction analyses revealed that Spanish employees' mental well-being and job perception were influenced by their managers' commitment and WOC in that manager commitment improved and WOC impaired well-being and job perception. However, the Swedish eldercare employees were not influenced by their managers on these parameters. Practical implications - The impact of managerial commitment and WOC differed between employees in Spain and Sweden, possibly because the preconditions for leadership varied due to differences in organizational type. Originality/value - This study compares the managers' impact on employee health and job perception in two countries with different organizational prerequisites. Moreover, managers' commitment and WOC were estimated by the managers themselves and did not rely on the employees' perception, which improved ecological validit
Cognitive job crafting as mediator between behavioral job crafting and quality of care in residential homes for the elderly
Extending previous studies on job crafting, the aim of the present study is to analyze the effect of job crafting on quality of care in residential homes for elderly people in two European countries (Spain and Sweden). We hypothesize that cognitive crafting could be a consequence of behavioral crafting and that it will mediate the relationship between behavioral crafting and the perception of quality of care. A correlational design was used, with two waves approximately 12 months apart (n = 226). Our results indicate that behavioral job crafting at T1 had an effect on cognitive job crafting at T2, relational job crafting at T1increases quality of care at T2, and the mediation effect of cognitive job crafting. These results indicate that we must differentiate between the two forms of crafting (behavioral and cognitive), not as indicators of the same latent construct, but as aggregates. Additionally, we point out two main implications for managerial practice. First, as relational job crafting has a direct effect on quality of care, it is important to assure an organizational culture oriented towards employees. Secondly, due to the mediation effect of cognitive job crafting, managers should facilitate meaningful work environments. To do so, jobs should be re-designed, increasing skills variety, identity and significance
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