5 research outputs found

    Engaging students with intellectual disabilities through location based games based learning

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    Learning, is both an emotional and cognitive process and according to researchers and teachers worldwirde, when players are engaged in activities that are intrinsically motivating, they are more prone to demonstrate deep learning. Since 1981 when Malone used digital games as a medium in order to analyze intrinsic motivation, digital games have been reported to stimulate the students’ interest, while motivating them to deploy control, curiosity and imagination. Studies within our research grouping have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with Intellectual disabilities and associated sensory impairments. One current are of interests is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development and evaluation of a novel route learning system for people with disabilities using locative based services (on the Android OS) and is the output of a EU award (504970-LLP-1-2009-1-UK-KA3-KA3MP). In the following paper we will present piloting findings from the piloting use of RouteMate application as well as an initial proposal of a playful locative DGBL integration in the educational experience of users with intellectual disabilities

    RouteMate, a location based route learning system for users with disabilities: a playful methodological experience in different urban European landscapes

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    In this paper, we will present the piloting methodology as well as the results from four different European countries, using RouteMate in a series of piloting sessions targeted to people in a vast age and ability range. We will also document the integration of RouteMate with playful scenarios, as well as the motivational qualities of such an integration for users with disabilities on open route learning in five different European cities

    EXPLORING VIDEO-GAME PRODUCTION’S CONTINGENCY ON LIVE-STREAMING PLATFORMS: THE CASE OF TWITCH

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    This article studies the cultural contingency of video-game production on Amazon’s live-streaming platform, Twitch. It looks at this phenomenon from a political-economic perspective to unearth Twitch’s platformisation strategy to better understand what it means for the video-game industry. Platformisation signifies the infrastructural embeddedness of platforms, supported by a business strategy of expanding beyond their services’ boundaries to standardise appropriation, processing and exploitation of data, resulting in a dependency of content creators on digital platforms. Subsequently, we wish to grasp what dependencies are created and how it is made possible. We argue that Twitch is transforming into an integral part of the video-game production cycle by expanding its services to every stage of a game’s life cycle. Consequently, game developers are incentivised to apply these features in their game design, thus creating an economic feedback loop that a) aspires to increase user acquisition, retention and revenue, b) locks-in game developers and viewers alike, and c) “platformises” the gaming experience

    Gamification in Tourism: A Design Framework for the TRIPMENTOR Project

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    In this paper, we discuss the gamification strategies and methodologies used by TRIPMENTOR—a game-oriented cultural tourism application in the region of Attica. Its primary purpose is to provide visitors with rich media content via the web and mobile environments by redirecting travellers, highlighting points of interest, and providing information for tour operators. Gamification is a critical component of the project; it relates users to specific sites and activities, improves their visiting experiences, and encourages a constant interaction with the application through a playful experience. In TRIPMENTOR, gamification serves both as a tourism marketing strategy and as a tool for encouraging users to share their experiences while exploring Attica in a way designed to meet their personal needs, interests, and habits. This paper aims to describe and analyse the gamification mechanisms applied, following the Octalysis framework, and discuss the opportunities and challenges of gamification as a tourist marketing strategy

    Emotions during the Pandemic’s First Wave: The Case of Greek Tweets

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    While most published research on COVID-19 focused on a few countries and especially on the second wave of the pandemic and the vaccination period, we turn to the first wave (March–May 2020) to examine the sentiments and emotions expressed by Twitter users in Greece. Using deep-learning techniques, the analysis reveals a complex interplay of surprise, anger, fear, and sadness. Initially, surprise was dominant, reflecting the shock and uncertainty accompanying the sudden onset of the pandemic. Anger replaced surprise as individuals struggled with isolation and social distancing. Despite these challenges, positive sentiments of hope, resilience and solidarity were also expressed. The COVID-19 pandemic had a strong imprint upon the emotional landscape worldwide and in Greece. This calls for appealing to emotions as well as to reason when crafting effective public health strategies
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