23 research outputs found
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
How Multidisciplinary is Gamification Research? : Results from a Scoping Review
Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of gamification research published between 2010 and 2016. Close to 2,000 peer-reviewed English-language journal and conference papers were identified across 11 databases and categorized by discipline. Results indicate an explosive growth of literature peaking in 2015. Early on, Information and Computing Science dominated the field, to be overtaken by the sum of other disciplines in 2013, education, economics and tourism in specific. This indicates that gamification was initially a field within computer science and HCI and has only recently become truly multi-disciplinary
Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games
Online social interactions in multiplayer games can be supportive and
positive or toxic and harmful; however, few methods can easily assess
interpersonal interaction quality in games. We use behavioural traces to
predict affiliation between dyadic strangers, facilitated through their social
interactions in an online gaming setting. We collected audio, video, in-game,
and self-report data from 23 dyads, extracted 75 features, trained Random
Forest and Support Vector Machine models, and evaluated their performance
predicting binary (high/low) as well as continuous affiliation toward a
partner. The models can predict both binary and continuous affiliation with up
to 79.1% accuracy (F1) and 20.1% explained variance (R2) on unseen data, with
features based on verbal communication demonstrating the highest potential. Our
findings can inform the design of multiplayer games and game communities, and
guide the development of systems for matchmaking and mitigating toxic behaviour
in online games.Comment: CHI '2
Modelo procedimental de la evaluaciĂłn de las polĂticas pĂșblicas a travĂ©s de la ludificaciĂłn
Kansas Farmer, v. 46, no. 18 (April 30, 1908)
Published as: Kansas Farmer, Vol. 1, no. 1 (May 1, 1863)-v. 57, no. 49 (Dec. 6, 1919); Kansas Farmer and Mail & Breeze, Vol. 57, no. 50 (Dec 13, 1919)-v. 64, no. 9 (Feb 27, 1926); Kansas Farmer, Mail & Breeze, Vol. 64, no. 10 (Mar. 6, 1926)-v. 70, no. 1 (Jan. 9, 1932); Kansas Farmer Continuing Mail & Breeze, Vol. 70, no. 2 (Jan. 23, 1932)-v. 76, no. 8 (Apr. 22, 1939); Kansas Farmer, Mail & Breeze, Vol. 76, no. 9 (May 6, 1939)-v. 77, no. 20 (Oct. 5, 1940); Kansas Farmer Continuing Mail & Breeze, Vol. 77, no. 21 (Oct. 19, 1940)-v. 91, no. 3 (Feb. 6, 1954).Issued by Kansas Farmer Co., 1863-1919; Kansas Farmer and Mail & Breeze, 1919-1926; Kansas Farmer, 1926-1954.Missing issues and volumes arranged chronologically by date and journal name: Kansas Farmer: vol. 6, nos. 2-8, 10 and 12 (1869); vol. 9, no. 10 (1872); vol. 14, no. 50 (1876); vol. 18, nos. 1, 12 and 13 (1880); vol. 24. no. 16 (1886); vol. 35 (1897); vol. 38 (1900); vol. 41, nos. 52 and 53 (1903); vol. 42, nos. 17 and 35 (1904); vol. 48, nos. 11 and 53 (1910); vol. 50, nos. 45-50 (1912); vol. 53 (1915); vol. 56 (1918); vol. 49, no. 39 (1919); Kansas Farmer, Continuing Mail & Breeze: vol. 73 (1935); vol. 85, nos. 9-17 (1948); and The Farmers Mail and Breeze: vol. 49, no. 39 (1919).Call number: S544.3.K3 K3
Influencing Experience: The Effects of Reading Game Reviews on Player Experience
Abstract. Game reviews are used by game developers for making business decisions and measuring the success of a title, and have been shown to affect player perception of game quality. We conducted a study where players read positive or negative reviews of a game before playing, and show that the valence of review text affected game ratings and that these differences could not be explained by mediating changes in mood. Although we show predictable changes in player experience over the course of the study (measured objectively through physiological sensors), there were no objective differences in experience depending on review valence. Our results suggest that reading reviews does not directly affect play experience, but rather is a post-play cognitive rationalization of the experience with the content of the review. Our results are important for understanding player experience and to the game industry where reviews and user forums affect a gameâs commercial success