Search results for " Gamification"
showing 9 items of 9 documents
Motivating Physical Activity for Individuals with Intellectual Disability through Indoor Bike Cycling and Exergaming.
2022
People with intellectual disabilities have more sedentary lifestyles than the general population. Regular physical activity is of both medical and social importance, reducing the risk of cardiovascular disease and promoting functioning in everyday life. Exergames have been envisioned for promoting physical activity; however, most of them are not user-friendly for individuals with intellectual disabilities. In this paper, we report the design, development, and user acceptance of a mobile health solution connected to sensors to motivate physical activity. The system is mounted on an indoor stationary bicycle and an ergometer bike tailored for people with intellectual disabilities. The develop…
La proposta di regolamento MiCA e la disciplina delle pratiche commerciali scorrette
2022
The most part of European and domestic supervisory authorities have underlined the likelihood that either the issuing and the negotiation of cryptoassets may be the final outcome of unfair and deceptive commercial practices. The discipline laid down by the Directive 2005/29/ CE – now expressely recalled by the MiCAR Proposal – seems to be crucial for the best functioning of the market at stake. The Author stresses how the interplay between «horizontal» and «vertical» measures needs the interpreters play a pivotal role, in order to grant the best understanding of the circumstances of the case as well as the best using of the «professional diligence» general clause.
Software Startup ESSENCE : How Should Software Startups Work?
2020
Software startups need to work in a systematic fashion just like mature organizations. However, existing software engineering methods and practices are not aimed at software startups. They do not account for the business aspect of startups and may not be well suited for software startups in general. The Lean Startup Methodology on the other hand contains some useful practices for software startups but is nonetheless impractical, offering little in the way of telling you what to do. Software startups are thus required to tailor their own method. Currently, many software startups simply work ad hoc or use various Agile methods and practices. In terms of Agile methods and practices, little con…
Software startup education: gamifying growth hacking
2021
Startups seek to create highly scalable business models. For startups, growth is thus vital. Growth hacking is a marketing strategy advocated by various startup practitioner experts. It focuses on using low cost practices while utilizing existing platforms in creative ways to gain more users for the service. Though topics related to growth hacking such as marketing on a general level have been extensively studied in the past, growth hacking as a practitioner-born topic has not seen much interest among the academia. To both spark interest in growth hacking, and to facilitate teaching growth hacking in the academia, we present two board games intended to serve as an engaging introduction to g…
Elena+ care for COVID-19, a pandemic lifestyle care intervention : intervention design and study protocol
2021
Background: The current COVID-19 coronavirus pandemic is an emergency on a global scale, with huge swathes of the population required to remain indoors for prolonged periods to tackle the virus. In this new context, individuals' health-promoting routines are under greater strain, contributing to poorer mental and physical health. Additionally, individuals are required to keep up to date with latest health guidelines about the virus, which may be confusing in an age of social-media disinformation and shifting guidelines. To tackle these factors, we developed Elena+, a smartphone-based and conversational agent (CA) delivered pandemic lifestyle care intervention. Methods: Elena+ utilizes varie…
Multiple Theories of Change for innovation governance
2023
The Theory of Change approach aims to clarify the underlying logic of an intervention by first identifying the problem addressed and the desired outcome, and then backwards mapping the actions taken and the expected results and outcomes. In so doing, it aims to simplify the expression of intermediate goals and indicators and provide a common reference for the participants and stakeholders of the intervention itself. As such, it is similar to corporate ‘mission statements’ in that it aims to provide a single, unifying description of the what, why and how of an intervention. By framing the approach in terms of the ‘change’ required as a means of addressing a problem, Theory of Change is essen…
MUV: A Game to Encourage Sustainable Mobility Habits
2019
This working paper investigates the question of changing people mobility towards more sustainable habits involving them in an engaging gameplay. The work is performed within MUV H2020 research and innovation action. The game design, definition and features have been co-created through the involvement of different citizens and stakeholders in six European neighbourhoods. The paper discusses the game design as resulting from co-creation and co-design experiences with each neighbourhood communities involved in initial phases. The paper argues that the local co-design activities have influenced the game definition, together with the community engagement approach. The MUV gameplay approach resul…
To Gamify or Not to Gamify? : Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation
2016
Gamification and different exercise applications have become increasingly popular in recent years. The common purpose of gamification is to enhance one’s motivation and engagement to certain activities. Gamification has been commonly understood as the use of game elements in non-game context. In this paper, we propose a divide between the process and the experience of gamification. This paper is the first to propose such division and the results demonstrate its necessity. Gamification exists also in many exercise applications. The purpose of this study is to explore how the use of an exercise application affects users’ exercise motivation and behaviour by concentrating especially on the rol…
Progettare Startup. Virtù imprenditoriali, modelli di business, piani di fattibilità, gamification.
2019
The book regards the startup process by considering different theoretical frameworks, various business models and techniques, all of that discussing about their strenghts and weaknesses. It introduces innovative approaches to the process, such as the one of gamification, and it pays attention on the human premises of a successful business: the role of the entrepreneurial virtues.