668 research outputs found
Custom-designed motion-based games for older adults: a review of literature in human-computer interaction
Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy
Combining explicit and implicit measures to study the effects of persuasive games
Understanding how games influence players is an integral part of persuasive game design. However, evaluating player attitudes to determine the success of a persuasive game can be difficult, e.g., if games deal with sensitive topics that invite socially desirable answers to explicit measures such as questionnaires. In this paper, we discuss the application of an implicit measure – the Implicit Association Test – to support explicit data, and to help game designers and games user researchers better understand the effects of persuasive games on player attitudes
Formation peculiarities of physical and chemical composition of highly mineralized edge water
Purpose. To study the formation peculiarities of the physical and chemical composition of highly mineralized edge waters in oil and gas fields.
Methods. The correlation relationships between the macroions of the edge water were established by calculation of the Pearson correlation coefficient. In order to determine the complex influence of the concentrations of several ions on the individual ion concentration, the methodology of multiple correlation-regression analysis was used.
Findings. The empirical dependences between concentrations of individual ions in highly mineralized edge waters were obtained as a result of the study.
Originality. The dependences between the general water mineralization and content of macroions, as well as the complex influence of several ions on the individual ion concentration, were determined.
Practical implications. The established dependences can be used for carrying out laboratory analyses of edge water.Мета. Вивчення особливостей формування фізичного та хімічного складу сильно мінералізованих пластових вод нафтових і газових родовищ.
Методика. Кореляційні зв’язки між макроіонами крайових вод були створені шляхом розрахунку коефіцієнта кореляції Пірсона. Для визначення комплексного впливу концентрації декількох іонів від концентрації одного з них була використана методика множинного кореляційного аналізу регресії.
Результати. Емпіричні залежності між концентраціями окремих іонів сильно мінералізованих пластових вод, що були отримані у результаті проведених досліджень.
Наукова новизна. Визначені залежності між загальною мінералізацією води й складом макроіонів, а також встановлено комплексний вплив декількох іонів на концентрацію одного з них.
Практична значимість. Виявленні залежності можуть бути використані для проведення лабораторних аналізів крайових вод.Цель. Изучение особенностей формирования физического и химического состава сильно минерализованных пластовых вод нефтяных и газовых месторождений.
Методика. Корреляционные связи между макроионами краевых вод были созданы путем расчета коэффициента корреляции Пирсона. Для определения комплексного влияния концентрации нескольких ионов от концентрации одного из них была использована методика множественного корреляционного анализа регрессии.
Результаты. Эмпирические зависимости между концентрациями отдельных ионов сильно минерализованных пластовых вод, полученные в результате проведенных исследований.
Научная новизна. Определены зависимости между общей минерализацией воды и составом макроионов, а также установлено комплексное воздействие нескольких ионов на концентрацию одного из них.
Практическая значимость. Выявленные зависимости могут быть использованы для проведения лабораторных анализов краевых вод.The authors express special gratitude to Candidate of Geological Sciences Petro Dryhulych and Doctor of Technical Sciences Yaroslav Semchuk for consultations and advice in the writing of the article
Tailoring persuasive health games to gamer type
Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior
Effective gamification of the stop-signal task: Two controlled laboratory experiments
BACKGROUND A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as general damage to the prefrontal cortex. A stop-signal task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research-focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification-the application of game-based elements in nongame settings-has shown to improve engaged attention to a cognitive task, thus increasing participant motivation and data quality. OBJECTIVE This study aims to design a gamified SST that improves participants' engagement and validate this gamified SST against a standard SST. METHODS We described the design of our gamified SST and reported on 2 separate studies that aim to validate the gamified SST relative to a standard SST. In study 1, a within-subject design was used to compare the performance of the SST and a stop-signal game (SSG). In study 2, we added eye tracking to the procedure to determine if overt attention was affected and aimed to replicate the findings from study 1 in a between-subjects design. Furthermore, in both studies, flow and motivational experiences were measured. RESULTS In contrast, the behavioral performance was comparable between the tasks (P<.87; BF01=2.87), and the experience of flow and intrinsic motivation were rated higher in the SSG group, although this difference was not significant. CONCLUSIONS Overall, our findings provide evidence that the gamification of SST is possible and that the SSG is enjoyed more. Thus, when participant engagement is critical, we recommend using the SSG instead of the SST
Is movement better? Comparing sedentary and motion-based game controls for older adults
Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors
KINECTWheels: wheelchair-accessible motion-based game interaction
The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely. To address this problem, we introduce KINECTWheels, a toolkit that facilitates the integration of wheelchair-based game input. Our library can help game designers to integrate wheelchair input at the development stage, and it can be configured to trigger keystroke events to make off-the-shelf PC games wheelchair-accessible
The effects of graphical fidelity on player experience
Graphical assets in video games have become increasingly complex over the years, but little is known about their effect on player experience (PX). In this paper, we present results of a controlled study with 48 participants comparing how abstract and stylized graphics influence player experience in casual games. Our results show that high-fidelity graphics result in a more positive impression of the game. However, we also show that many effects are only present in the game with a more challenging mechanic. This shows that casual games can be compelling and enjoyable to play despite simplistic graphics, suggesting that small game developers and researchers need not focus on elaborate visuals to engage players. Copyright © 2013 ACM
Мова в просторі українознавства
У статті автор намагається довести, що в українознавстві мова народу відіграє основоположну роль не лише як знаряддя спілкування, а й як феномен, що виражає людську, земну і космічну сутність, форму буття (свідомості), почуття нації.
(In the article author tries to demonstrate that in Ukrainian studies language of people occupies
fundamental role not only as a tool of communication but also as a phenomenon which express human,
earthly, and space essence, form of being (consciousness), feelings of the nation.
Ukrainian studies became possible within the bounds of historical and philosophical, socio-economic,
artistic, naturalistic, scientific knowledge, folk wisdom, household traditions, figuratively artistic, and religious.
During the period of the development and preservation of an independent state, it is notably important to focus
on the most noteworthy problems of the nation existence that are initial archetypes of the population and
universals of culture (language, destiny, life, health, religion, the national idea, freedom, etc.).
Ukrainian studies encourages to address each issue taking into account the relationship between scientific
image of the world, historical era and cultural epoch. Owing to the following approach, the phenomenon is
holistically perceived in upgrade processes and interconnections.
Over the millennial history Ukrainian language never was the determinate in the educational process.
Only during the period of the revival of the national energy, while the idea of establishing a state arised out
of Ukrainian citizenship, there have been changes in education which drew attention to the native language.
Full-body motion-based game interaction for older adults
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM
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