23 research outputs found

    Redefining videogame reward types

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    The aim of our research is to iteratively refine and begin validating a proposed videogame reward typology and its associated definitions. A mixed methods approach has been taken so as to best evaluate and refine the taxonomy. The views of an expert focus group have been explored and considered. Separately, a review of the videogame rewards observed within recreational videogames has been undertaken and analyzed. The collective findings of both the focus group and the videogame reward review have prompted the redesign of an existing videogame reward taxonomy, resulting in more robust definitions with increased applicability

    Exploring and Critiquing Women’s Academic Identity in Higher Education: A Narrative Review

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    Academia has been characterized as traditional, hierarchical, and selective, founded on patriarchal, imperial, and colonial values that construct and maintain gendered roles and regulations. This has been proposed to disadvantage how women experience, and identify within, academia. A narrative review was conducted to review the literature on women’s academic identities and experiences, and critique the dominant ways of knowing, being, and doing in academia. Thematic synthesis was conducted on 56 qualitative studies (published 2010–2019), illustrating the impact of these values on women’s academic identities and experiences, and normative gendered stereotypes and practices that impact women academics. Furthermore, existing literature is critiqued, exploring the influence of dominant ways of being and knowing (on how questions are asked, the constructs explored, the design decisions made). By providing this commentary, future research can focus on problematizing the system and dismantling the problematic conditions (e.g., underrepresentation, discrimination, and gendered stereotyping) for women in academia

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    This research has been conducted to ascertain the validity of existing videogame reward categorisations. An overview of current videogame reward types is provided and the need for further research in the area of videogame reward systems is identified. Possible limitations of the primary existing reward taxonomy are identified. We propose a definition of videogame rewards and present initial findings on a partially validated videogame reward taxonomy. Future games and gamified applications stand to benefit from a categorisation of videogame rewards, as videogame rewards play a pivotal role in player motivation

    Psychophysiology of challenge in play: EDA and self-reported arousal

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    Measuring the video game player experience is a distinctly challenging task. As the experience of 'fun' in games is imprecise and multi-faceted, various psychological and experiential phenomena have been investigated in an effort to evaluate and quantify aspects of the player experience. Psychophysiology provides a useful lens through which to objectively and quantitatively measure and evaluate these phenomena. This study reports current electrodermal activity (EDA) findings from a large-scale ongoing study investigating the psychophysiology of play using electrodermal activity, electroencephalography, electromyography, and electrocardiography. Initial EDA results point to greater arousal the more challenging the play experience. Findings also indicate that EDA potentially reports arousal with greater real-time accuracy than a subjective arousal measure. Ultimately, with this work, we aim contribute to a greater understanding of the psychophysiological evaluation and impact of play

    Operationalising and measuring flow in video games

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    This paper explores the obstacles associated with designing video game levels for the purpose of objectively measuring flow. We sought to create three video game levels capable of inducing a flow state, an overload state (low-flow), and a boredom state (low-flow). A pilot study, in which participants self-reported levels of flow after playing all three game levels, was undertaken. Unexpected results point to the challenges of operationalising flow in video game research, obstacles in experimental design for invoking flow and low-flow, concerns about flow as a construct for measuring video game enjoyment, the applicability of self-report flow scales, and the experience of flow in video game play despite substantial challenge-skill differences

    Operationalising and evaluating sub-optimal and optimal play experiences through challenge-skill manipulation

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    The study examines the relationship of challenge-skill balance and the player experience through evaluation of competence, autonomy, presence, interest/enjoyment, and positive and negative affect states. To manipulate challenge-skill balance, three video game modes -- boredom (low challenge), balance (medium challenge), and overload (high challenge) -- were developed and experimentally tested (n = 45). The study showed that self-reported positive affect, autonomy, presence, and interest/enjoyment differed between the levels. The balance condition generally performed well in terms of positive player experiences, confirming the key role challenge-skill balance plays in designing for optimal play experiences. Interestingly, the study found significantly lower negative affect scores when playing the boredom condition. Greater feelings of competence were also reported for the boredom condition than the balance and overload conditions. Finally, some measures point to overload as a more enjoyable experience than boredom, suggesting possible player preference for challenge > skill imbalance over skill > challenge imbalance. Implications for design and future research are presented

    The surgical patients' pressure injury incidence (SPPII) study: A cohort study of surgical patients and processes of care

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    Background Surgical patients are at high risk of developing pressure injuries (Pls) due to anaesthesia-induced immobility as well as risk factors such as length of surgery and co-morbidities. Few Australian studies have investigated the incidence of PIs in surgical patients. This prospective cohort study assessed the incidence of post-surgical PIs and identified gaps in pressure injury prevention (PIP) for elective surgical patients. Methods Consecutive elective surgery patients at an urban tertiary referral hospital were recruited who had an expected length of stay of >48 hours. Baseline PI risk (measured by the Waterlow scale) and PIP strategies implemented at five time points were collected from medical records. Two prospective outcome assessments were conducted at 24 and 48 hours post-operatively. Data were analysed descriptively. Results One patient out of 150 (incidence rate 0.7) developed an intra-operative Stage 1 PI. Four patients developed skin tears. PIP strategies were applied inconsistently throughout the patient journey, regardless of risk status. Conclusions While the incidence of surgically acquired PIs in this study was low, ongoing staff education is needed about the importance of consistent skin and risk assessments and of implementing strategies appropriate for level of PI risk. What is already known: • PIs are widely considered to be an adverse event of hospitalisation and are largely preventable. • Surgical patients are at risk of developing a PI primarily due to immobilisation following anaesthesia, length of surgery and co-morbidities. • There are few studies on PI incidence and prevention strategies used in the post-operative period. What this manuscript contributes: Although the incidence of post-surgical PIs among elective surgical patients was low, there are gaps in PIP for this group of patients, including for those deemed at high risk of PI. There is a need for clinicians to improve documentation of risk assessment and strategies implemented to reduce the risk of PIs, throughout the surgical patient journey
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