29 research outputs found
I PLAY AT WORK—ten principles for transforming work processes through gamification
Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be helpful to identify and understand the potential advantages, disadvantages and areas for future research in relationship to the use of gamification for personal and organizational wellbeing. An analysis of research literature across disciplines in combination with expert opinion identified gamified workplaces as a promising strategy for promoting wellbeing. Furthermore, this paper proposes a set of 10 principles (I PLAY AT WORK) that may support gamification efforts. In addition to the value of mapping the present for the benefit of the future, there is also considerable value in reshaping core ideas related to the workplaces. Gamified workplaces can provide opportunities for a more vigorous and strategic inter-disciplinary research agenda that can stimulate investments in the area
Videogames: Dispelling myths and tabloid headlines that videogames are bad
Videogamers are often portrayed as adolescent overweight males eating fast food in their bedroom, and videogames often blamed in the media for violent crime, obesity, social isolation and depression. However videogaming is a mainstream activity. In Australia 65% of the population play videogames (Digital Australia 2014), and humanity as a species play about 3 billion hours of videogames a week. This paper dispels the myths and sensationalised negative tabloid headlines that videogames are bad by presenting the latest research showing that videogames can help fight depression, improve brain function and stimulate creativity; that gamers have higher levels of family closeness and better attachment to school; and that videogames help boys and young men to relax, cope and socialise. Children and adolescents deliberately choose to play videogames in the knowledge that they will feel better as a result, and videogame play allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. The potential benefits of videogames to the individual and to society are yet to be fully realised. However already videogames are helping many gamers to flourish in life
The quantification of facial expression using a mathematical model of the face : validation and extension of a microcomputer-based technique / Mary Katsikitis
Typescript (Photocopy)Includes published papers coauthored by the authorBibliography: leaves 387-428xx, 428 leaves : ill. (some col.) ; 30 cm.Summary: Describes the use of a new measurement technique for the study of the facial expression of emotion. Based on a mathematical model of the face, a microcomputer approach is utilized to quantify facial movementThesis (Ph.D.)--University of Adelaide, Dept. of Psychiatry, 199
FACEM: the facial expression measurement system
The study of facial expression has been approached from a variety of perspectives, both theoretical and methodological. The strong foundations laid by the early pioneers have attracted researchers from a number of disciplines, such as psychology, physiology, and ethology. This volume marks the first time that a collection of contemporary facial scoring techniques and their utility, whether clinical, experimental, theoretical, or otherwise, follows an historical introduction of the area, thereby recording the developmental history of this science. [Book Synopsis
Emotional responses to images of food in adults with an eating disorder: a comparative study with healthy and clinical controls
Emotive responses to foods in people with eating disorders are incompletely understood in relation to whether the extent of emotional response is due to the eating disorder or non-specific emotional states. The aims of the present study were to investigate negative and positive emotive responses to food images in adults with an eating disorder, and to compare responses to a (i) healthy and a (ii) clinic (psychiatry) control group. Participants viewed 20 images (16 of foods previously found to evoke fear, disgust and happiness and 4 neutral images) at half-minute intervals and rated emotive responses on 3 visual analogue scales for each image. Participants with an eating disorder (n = 26) were found to have significantly increased negative emotive (disgust and fear) responses and reduced positive (happiness) responses to the images compared to the 20 clinic and 61 healthy participants. Differences between groups remained significant when controlling for baseline levels of fear, disgust and happiness. Thus, the emotive responses to foods did not appear due to non-specific increases in anxiety or depression but rather was due to the presence of an eating disorder
Foreign faces: a voyage to the land of EEPICA
The study of facial expression has been approached from a variety of perspectives, both theoretical and methodological. The strong foundations laid by the early pioneers have attracted researchers from a number of disciplines, such as psychology, physiology, and ethology. This volume marks the first time that a collection of contemporary facial scoring techniques and their utility, whether clinical, experimental, theoretical, or otherwise, follows an historical introduction of the area, thereby recording the developmental history of this science. [Book Synopsis
The Facial Expression Measurement System in the Assessment of the Efficacy of Transcranial Magnetic Stimulation in the Treatment of Depression.
No abstract available.Language: Frenc