14 research outputs found

    Pelimekaniikat osana ansaintalogiikkaa – Miten pelisuunnittelulla luodaan kysyntää

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    Selling virtual goods has become one of the main revenue models for online game operators. However, the business model differs from flat-fee models in that the value for the sold value offerings is, for the most part, derived from the structures built into the game and thus requires game developers to integrate business planning into game design. The paper analyses common game mechanics in MMO-games that are harnessed for creating demand for virtual goods. The results provide a new perspective to game design with interesting implications for developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.</p

    Associations between physical activity and digital gaming activity among Finnish adolescents

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    Background: Physical activity (PA) for adolescents is an important health promotion habit to develop, yet other activities may be more appealing during this stage in life. According to the displacement hypothesis, time on digital games takes away the opportunity to be physically active. As there is a notable decline in PA levels between the ages of 11y- 15y in Finland, there is an urgent need to investigate potential areas that contribute to the decline. According to the 2021 Finnish Player Barometer, 65% of Finns play digital games regularly. The aims of this study were to investigate the associations between PA and digital gaming, and to examine how these associations may change by gaming genres. 16th European Public Health Conference 2023 ii245 Downloaded from https://academic.oup.com/eurpub/article/33/Supplement_2/ckad160.624/7327399 by University of Jyvaskyla user on 26 October 2023 Methods: A Finnish national representative sample (n = 1979) of 11y15y olds, completed a self-report survey in spring 2022. Variables included PA behaviour, the frequency of digital gameplay, by sport simulation and Esports genres, and various confounders (gender, age, disability, economic status). Analyses were carried out by chi-square tests and multilogistic regression analyses (no/low activity as reference categories). Results: A third (32%) reported daily PA. Daily digital gameplay was more common among males (74%) than females (26%) and decreased from 11y (53%), 13y (30%) to 15y (17%) olds. After controlling for confounders, playing ball sport simulations (e.g. FIFA) was associated with taking part in 5 or more days/ week of PA, or sport club participation (OR = 2.8, CI = 1.7- 4.4), whereas playing a lot of first-person shooter games, as an Esport, was negatively associated with sport club participation (OR = 0.6, CI = 0.4-0.9) when compared to the reference categories. Conclusions: The displacement hypothesis was supported partly among Esport players, but not by simulated sport gamers. Targeted interventions to promote physical activity with digital gaming, require a genre-specific approach. Key messages: Associations between physical activity and digital gaming activity among young adolescents is genre specific. Frequent playing of digital games were more common among male 11-15y olds than females.nonPeerReviewe

    Radar—CubeSat transionospheric HF propagation observations:Suomi 100 satellite and EISCAT HF facility

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    Abstract Radio waves provide a useful diagnostic tool to investigate the properties of the ionosphere because the ionosphere affects the transmission and properties of high frequency (HF) electromagnetic waves. We have conducted a transionospheric HF-propagation research campaign with a nanosatellite on a low-Earth polar orbit and the EISCAT HF transmitter facility in Tromsø, Norway, in December 2020. In the active measurement, the EISCAT HF facility transmitted sinusoidal 7.953 MHz signal which was received with the High frEquency rAdio spectRomEteR (HEARER) onboard 1 Unit (size: 10 × 10 × 10 cm) Suomi 100 space weather nanosatellite. Data analysis showed that the EISCAT HF signal was detected with the satellite’s radio spectrometer when the satellite was the closest to the heater along its orbit. Part of the observed variations seen in the signal was identified to be related to the heater’s antenna pattern and to the transmitted pulse shapes. Other observed variations can be related to the spatial and temporal variations of the ionosphere and its different responses to the used transmission frequencies and to the transmitted O- and X-wave modes. Some trends in the observed signal may also be associated to changes in the properties of ionospheric plasma resulting from the heater’s electromagnetic wave energy. This paper is, to authors’ best knowledge, the first observation of this kind of “self-absorption” measured from the transionospheric signal path from a powerful radio source on the ground to the satellite-borne receiver
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