30 research outputs found

    Geek Cuisine: Extending the Narrative of a Junk Food Gamer

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    In this article, we argue that the pervading hegemonic narrative on gamers’ eating culture emphasizing hedonistic and fast foods is a one-sided storyline that highlights a potentially harmful gamer stereotype. To that end, we reveal the variety of gamers’ food consumption and broaden the narrative depicting the relationship between gamers and eating. Our literature review shows the dominance of the Junk Food Gamer narrative in extant research. However, by using a social constructionist narrative approach to analyze ethnographic observations and interviews, we show the emergence of an alternative, yet interrelated narrative: the Home Food Gamer. In addition, we utilize the idea of the Rubik's Cube to illustrate the actualization of multifaceted and contextually-bound gamer narratives that enable expanding the prevailing understanding of geek cuisine by shedding light on the variety of gamers’ food consumption. In this way, we participate in the ongoing discussion to unravel stereotypical assumptions about gamer culture.© The Author(s) 2023. This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).fi=vertaisarvioitu|en=peerReviewed

    Motion Tracking Exergames for Elderly Users

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    This paper reports the results from the field tests of two custom made exergames, based on a commercial off-the-shelf technology, aimed for the elderly people. First game resembles the guided mobility and stretching class, and the second one is more game-like with youthful theme and active movement. Both exergames were tested on two sites, urban and rural setting, totaling 19 elderlies. Usability findings are reported in a form of System Usability Scale (SUS) score analysis, and playability aspects as a Game Experience Questionnaire (GEQ) analysis. Results from the questionnaires are supplemented with observation and interview material. The second game, which had more familiar setting and appropriate pacing, received positive feedback and higher scores from the tests. Based on this material we discuss about the design of exergames aimed for the elderly persons who are not experienced computer game players, the importance of graphical clarity and the need for specialized game experience questionnaire for the elderlies.</p

    Can embedded space system development benefit from agile practices?

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    Work-in-Progress - AgiES: Agile Methods for Embedded System Development

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    AgiES project aims to develop and utilize agile methods for the development of embedded systems covering all of its parts such as electronic hardware, hardware dependent software, and digital integrated circuit design. Agile philosophy is famous in the field of software engineering but rarely used in the development of embedded systems due to the more rigid nature of it. Our goal is to gather a toolbox of agile practices which may be adopted by teams developing embedded systems. These practices originate from principles presented in Agile Manifesto and they are said to improve development team productivity and well-being at work. Attention will be also paid into collaboration between agile and traditionally working teams as well as intointeraction between developers and customers

    Pilot Study and Gamification Analysis of a Theory-based Exergame

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    A theory-based exergame was developed for tweens to promote their self-efficacy towards physical activity and increase their physical activity levels. We used protocols from both health science and gamification research in piloting the exergame. First, we assessed the usability and feasibility of the exergame and conducted a preliminary exploration of its effectiveness. After technical improvements were made based on our findings, we reiterated the pilot study and analysed the gamification elements of the exergame by using Octalysis analysis. The overall findings suggest that a theory-based exergame can positively influence the self-efficacy of tweens towards physical activity. The exergame showcased theoretical strength, achieved using diverse gamification elements but its overall game design and usability can be further improved. The study concludes that health-related components of the purpose of intervention must be incorporated in parallel with the engaging design of the game, taking into utmost consideration the theories, evidence as well as the needs and perceptions of its target users. This study provides valuable insights on future development and evaluation of gamified health interventions.</p

    Foodscapeista gamescapeiksi: Välipalat pelaamiskäytännöissä

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    Tutkimuksessa tarkastellaan pelaajien jokapäiväistä elämää etsimällä hetkiä, gamescapeja, joissa pelaamisen käytännöt yhdistyvät välipalojen kulutuskäytäntöihin. Näin pyritään vastaamaan näkemyksiin, joiden mukaan pelaamista tulisi tarkastella kokonaisvaltaisesti osana erilaisten ihmisten arkea moninaisissa tilanteissa ja ympäristöissä, osana kulttuurista kehystä. Työssä muodostetaan netnografisen metodologian avulla, arjen käytäntöihin ja tilallisuuteen perustuva gamescape-typologia: Tosissaan - Helposti energiaa, Yhdessä hauskaa - Herkuttelua tai kieltäytymistä, Liikkeellä - Eväät matkassa tai matkalta sekä Arjen välitilassa - Pelejä ja välipaloja. Työ rakentaa monipuolista kuvaa pelaajien arjesta ja siten rikkoo yksiulotteisia oletuksia pelaajien ruokakulttuurista. Tutkimus myös luo jatkotutkimusehdotuksia kulttuurisen pelitutkimuksen ja pelisuunnittelun kentälle. </p
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