2,809 research outputs found

    Human factors in entertainment computing: designing for diversity

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    Although several casual gaming systems have been developed during the past years, little research examining the impact of human factors on the design and use of digital games has been carried out, and commercially available games are only partially suitable for audiences with special needs. The research project described within this paper aims to analyze and explore design guidelines for diverse audiences and results of focus group gaming sessions to develop a research toolbox allowing for the easy creation of adaptable and accessible game scenarios. Thereby, a controllable environment for the detailed evaluation of the interrelations between human factors and entertainment systems is provided. Results obtained by further testing will be integrated in the toolbox, and may foster the development of accessible games, thus opening up new opportunities for diverse audiences and allowing them to further engage in digital games. Copyright 2011 ACM

    East-west corporate networking: A theoretical approach

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    In recent years after the beginning of the transition process, firms in Central and Eastern European countries have been trying hard to find access to international markets and production chains. Rapidly changing institutional, technological and demand conditions together with decades of isolation from world markets do not let ,,stand-alone strategies appear very successful in this context. The paper presents networking activities as a promising alternative for Central and Eastern European firms (CEEF) to organize international transactions. As several theories show, network forms of organization can - by establishing an atmosphere of trust and stability and by pooling resources and information - make it possible for network members to realize an economic advantage over external competitors that is higher than in markets or hierarchies. Among various types of networking activities, it is especially long-term-orientated relations that offer the possibility for CEEF to participate in an international exchange of crucial technologies and to upgrade their position in global production chains in the long run.

    Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

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    Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy

    Serious interface design for dental health: Wiimote-based tangible interaction for school children

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    This paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children's motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning

    Exergame design for elderly users: the case study of SilverBalance

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    In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly. © 2010 ACM

    Combining explicit and implicit measures to study the effects of persuasive games

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    Understanding how games influence players is an integral part of persuasive game design. However, evaluating player attitudes to determine the success of a persuasive game can be difficult, e.g., if games deal with sensitive topics that invite socially desirable answers to explicit measures such as questionnaires. In this paper, we discuss the application of an implicit measure – the Implicit Association Test – to support explicit data, and to help game designers and games user researchers better understand the effects of persuasive games on player attitudes

    Measuring the impact of game controllers on player experience in FPS games

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    An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform. © 2011 ACM

    Restructuring and competitiveness in the transition process: Evidence from an Eastern German firm panel

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    In a transforming economy there is a common legacy of most companies: their low competitiveness as the result of an obsolete capital stock and overmanning, insufficient product quality that does not satisfy demand, distorted specialization patterns, high and partly ill-designed integration, suboptimal size and inadequate management capacities. Restructuring companies is therefore a challenging task. The paper examines the painful adjustment process in eastern German manufacturing against the background of the unpleasant trade-off between the pace of wage increase and the level of transfer payments to spur investment and to finance consumption. The core question is how the performance of companies has developed with regard to ownership structure, firm size and industry. The paper - first, analyses the dilemma from a theoretical point of view, - second, highlights the economic repercussions of the companies' adjustment behaviour to be mirrored in the data, and - third, draws the conclusions and provides some suggestions for further analysis. Data used in the paper mainly come from a sample of firms under investigation of the Deutsches Institut fur Wirtschaftsforschung (DIW), Berlin, since 1991.

    On the competitive position of Eastern German manufacturing: Why is catching-up so slow?

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    Seven years after the transition from plan to market, it is hard to summon up much enthusiasm for the results of active restructuring of the eastern German economy. Although companies have made considerable efforts to reach the efficiency level of their western German counterparts, the gap is still large. In our paper, we provide a selective and interpretative account of the restructuring process in eastern German manufacturing. We start with modelling some economic relations which can be considered crucial in the restructuring process: ownership status and overall performance, sectoral and regional specialization, gross output and value added, investment and productivity, and wages and employment. In search of adjustment failures, we examine these relations by comparing the performance of eastern German with that of western German enterprises. Finally, we discuss the key policy question of how to overcome the difficulties. Without an about-face in wage policy, it will be difficult to shift the balance from wage convergence to efficiency convergence.

    Emerging East-West corporate networks in Central European border regions: Some theoretical arguments and stylized facts

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    Economic re-integration after a long period of separation among countries with different levels of development is expected to start in border regions. Enterprises along the borderline can gain a rent due to low transport and transaction costs. They benefit from the fortunate opportunity of tapping the international division of labour on the shortest distance. Therefore, border regions should be predestined to become an economic powerhouse. Despite their great potential, border regions in Central Eastern Europe are far from being an economic entity. The enormous development differences are obviously a source of constraint rather than an impetus to integration. This paper examines the potential for cross-border activities on the German- Polish border. It - first, sketches the theoretical background, - second, presents some facts and figures, and - third, discusses the key policy question of how to overcome the obstacles to closer co-operation. The paper comes to the conclusion that close cross-border co-operation, which can be labelled as a network, is still the exception rather than the rule in the region under consideration. Most of the activities can be ranged in the category of simple subcontracting arrangements in which the German partners exploit the low wage, energy and pollution control costs beyond the border.
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