20 research outputs found

    Adaptive Technologies in Digital Games: The Influence of Perception of Adaptivity on Immersion

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    Digital games with adaptive technologies offer more tailored experiences to their players, as gameplay is based on the players' performances and behaviours in the game. This could potentially lead to better gaming experiences. Though it is also possible that just the mere expectation of clever AI could affect players' first impressions and subsequently their perceived experiences. At the present moment, there is little empirical evidence supporting this claim. This research aims to gather empirical evidence to test the hypothesis that players' expectations of an adaptive digital game have an effect on their immersion. For this, three studies were conducted. First, preferences were explored as a form of expectations that could influence immersion. The results show no effect of preferences with regards to the visual perspective on immersion. A more controlled manipulation in the form of game descriptions was then used in the subsequent experiments. Participants played a game without adaptive features while being told that the game was adapting to their performance. As a result, players who believed that the game had adaptive AI experienced higher levels of immersion than the players who were not aware of it. Similarly, when playing the game twice people felt more immersed in the session that was supposedly adapting to their behaviour, in spite of experiencing the same gameplay as in the other session. This effect was then explored in more detail in games with adaptive features. For this, two games were developed to adapt in two distinct ways to players' performance in the game. Immersion was affected differently depending on the precision of information about these adaptive features. More detailed information prompts players to change their tactics to incorporate the adaptation into their play and experience the benefits of this feature. Merely being aware of the adaptation leads to more immersion, regardless of its presence in the game. Similarly, the presence of an adaptive feature in the game leads to heightened sense of immersion, which is enhanced by the precision of information players receive about it. Evidence also suggests that this effect is durable. Overall, this research provides empirical evidence to support the hypothesis that players' expectations of adaptive features in single-player games have a positive effect on immersion. This is a valuable contribution to the theoretical understanding of immersion, while it also provides some insights into the potential precautions that should be considered when conducting experiments into player experience in the lab and `in the wild', both in academic studies and during player testing sessions run by game developers

    Managing Business Corruption: Targeting Non-Compliant Practices in Systemically Corrupt Environments

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    This article focuses on strategies of ‘managing business corruption’ at the firm level and offers insights for practitioners in systemically corrupt environments. Our study of 110 CEOs and owners of companies operating in Russia tested a new, ethnographic approach to managing corruption at a firm level. We conceptualize ‘managing business corruption’ as devising and implementing strategies that mitigate corruption-related risks in an effective way. We argue that such strategies have to target specific non-compliant practices, identified bottom-up, yet also amount to a pragmatic, problem-solving framework at the firm level, implemented top-down. Leadership is a key factor which defines effectiveness of corruption management in systemically corrupt environments. While the latter are generally conducive to tolerance and passive attitudes to corruption among business leaders, we identify proactive modes (preventive and controlling) and possible channels (formal hierarchy and informal networks) for leadership action. The proposed approach can also be used for leadership training

    The Effects of a Soundtrack on Board Game Player Experience

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    Board gaming is a popular hobby that increasingly features the inclusion of technology, yet little research has sought to under- stand how board game player experience is impacted by digital augmentation or to inform the design of new technology-enhanced games. We present a mixed-methods study exploring how the presence of music and sound effects impacts the player experience of a board game. We found that the soundtrack increased the enjoyment and tension experienced by players during game play. We also found that a soundtrack provided atmosphere surrounding the gaming experience, though players did not necessarily experience this as enhancing the world-building capabilities of the game. We discuss how our findings can inform the design of new games and soundtracks as well as future research into board game player experience

    The Effects of a Soundtrack on Board Game Player Experience

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    Board gaming is a popular hobby that increasingly features the inclusion of technology, yet little research has sought to under- stand how board game player experience is impacted by digital augmentation or to inform the design of new technology-enhanced games. We present a mixed-methods study exploring how the presence of music and sound effects impacts the player experience of a board game. We found that the soundtrack increased the enjoyment and tension experienced by players during game play. We also found that a soundtrack provided atmosphere surrounding the gaming experience, though players did not necessarily experience this as enhancing the world-building capabilities of the game. We discuss how our findings can inform the design of new games and soundtracks as well as future research into board game player experience

    P-Lite : A study of parallel coordinate plot literacy

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    Visualization literacy, the ability to interpret and comprehend visual designs, is recognized as an essential skill by the visualization community. We identify and investigate barriers to comprehending parallel coordinates plots (PCPs), one of the advanced graphical representations for the display of multivariate and high-dimensional data. We develop a parallel coordinates literacy test with diverse images generated using popular PCP software tools. The test improves PCP literacy and evaluates the user's literacy skills. We introduce an interactive educational tool that assists the teaching and learning of parallel coordinates by offering a more active learning experience. Using this pedagogical tool, we aim to advance novice users’ parallel coordinates literacy skills. Based on the hypothesis that an interactive tool that links traditional Cartesian Coordinates with PCPs interactively will enhance PCP literacy further than static slides, we compare the learning experience using traditional slides with our novel software tool and investigate the efficiency of the educational software with an online, crowdsourced user-study. User-study results show that our pedagogical tool positively impacts a user's PCP comprehension

    ChallengeDetect : Investigating the Potential of Detecting In-Game Challenge Experience from Physiological Measures

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    Challenge is the core element of digital games. The wide spectrum of physical, cognitive, and emotional challenge experiences provided by modern digital games can be evaluated subjectively using a questionnaire, the CORGIS, which allows for a post hoc evaluation of the overall experience that occurred during game play. Measuring this experience dynamically and objectively, however, would allow for a more holistic view of the moment-to-moment experiences of players. This study, therefore, explored the potential of detecting perceived challenge from physiological signals. For this, we collected physiological responses from 32 players who engaged in three typical game scenarios. Using perceived challenge ratings from players and extracted physiological features, we applied multiple machine learning methods and metrics to detect challenge experiences. Results show that most methods achieved a detection accuracy of around 80%. We discuss in-game challenge perception, challenge-related physiological indicators and AI-supported challenge detection to inform future work on challenge evaluation

    Delayed diagnosis of tuberculosis in persons living with HIV in Eastern Europe: associated factors and effect on mortality-a multicentre prospective cohort study

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    Background: Early diagnosis of tuberculosis (TB) is important to reduce transmission, morbidity and mortality in people living with HIV (PLWH). Methods: PLWH with a diagnosis of TB were enrolled from HIV and TB clinics in Eastern Europe and followed until 24 months. Delayed diagnosis was defined as duration of TB symptoms (cough, weight-loss or fever) for ≥ 1 month before TB diagnosis. Risk factors for delayed TB diagnosis were assessed using multivariable logistic regression. The effect of delayed diagnosis on mortality was assessed using Kaplan-Meier estimates and Cox models. Findings: 480/740 patients (64.9%; 95% CI 61.3-68.3%) experienced a delayed diagnosis. Age ≥ 50 years (vs. < 50 years, aOR = 2.51; 1.18-5.32; p = 0.016), injecting drug use (IDU) (vs. non-IDU aOR = 1.66; 1.21-2.29; p = 0.002), being ART naïve (aOR = 1.77; 1.24-2.54; p = 0.002), disseminated TB (vs. pulmonary TB, aOR = 1.56, 1.10-2.19, p = 0.012), and presenting with weight loss (vs. no weight loss, aOR = 1.63; 1.18-2.24; p = 0.003) were associated with delayed diagnosis. PLWH with a delayed diagnosis were at 36% increased risk of death (hazard ratio = 1.36; 1.04-1.77; p = 0.023, adjusted hazard ratio 1.27; 0.95-1.70; p = 0.103). Conclusion: Nearly two thirds of PLWH with TB in Eastern Europe had a delayed TB diagnosis, in particular those of older age, people who inject drugs, ART naïve, with disseminated disease, and presenting with weight loss. Patients with delayed TB diagnosis were subsequently at higher risk of death in unadjusted analysis. There is a need for optimisation of the current TB diagnostic cascade and HIV care in PLWH in Eastern Europe
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