Search results for " Games"
showing 10 items of 334 documents
Game Mechanics in the Design of a Collaborative 3D Serious Game
2014
Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …
Standard vs random dictator games: On the effects of role uncertainty and framing on generosity
2021
This project was conducted while Ernesto Mesa-Vázquez was visiting Universidad Loyola Andalucia. He wants to particularly thank Pablo Brañas-Garza and Diego Jorrat for continued guidance and assessment with the experimental design. Álvaro Núñez-Bermúdez and the faculty members of the Economics and Business Sciences department at the University of Seville were very helpful in providing assistance for running the experiment. The paper has benefited from comments and suggestions provided by Maria Paz Espinosa, Giuseppe Attanassi, José Enrique Vila, Iván Arribas, Marco Faillo, Cristina Borra and participants at the Loyola Behavioral Lab and the Early Career Researchers in Experimental Economics…
Transgene detection by digital droplet PCR
2014
Somatic gene therapy is a promising tool for the treatment of severe diseases. Because of its abuse potential for performance enhancement in sports, the World Anti-Doping Agency (WADA) included the term 'gene doping' in the official list of banned substances and methods in 2004. Several nested PCR or qPCR-based strategies have been proposed that aim at detecting long-term presence of transgene in blood, but these strategies are hampered by technical limitations. We developed a digital droplet PCR (ddPCR) protocol for Insulin-Like Growth Factor 1 (IGF1) detection and demonstrated its applicability monitoring 6 mice injected into skeletal muscle with AAV9-IGF1 elements and 2 controls over a 3…
Gamification and Behavior Change Techniques in Diabetes Self-Management Apps
2019
Background: Diabetes management apps may have positive effects on diabetes self-management. It remains unclear, however, which app features are particularly effective and encourage sustained app usage. Behavior change techniques (BCTs) and gamification are promising approaches to improve user engagement. However, little is known about the frequency BCTs and gamification techniques (GTs) are actually used. This app review aims to provide an overview of BCTs and GTs in current diabetes management apps. Methods: Google’s Play Store was searched for applications using a broad search strategy (keyword: “diabetes”). We limited our research to freely available apps. A total of 56 apps matched the …
The role of family-related factors in the effects of the UP4FUN school-based family-focused intervention targeting screen time in 10- to 12-year-old …
2014
Background Screen-related behaviours are highly prevalent in schoolchildren. Considering the adverse health effects and the relation of obesity and screen time in childhood, efforts to affect screen use in children are warranted. Parents have been identified as an important influence on children’s screen time and therefore should be involved in prevention programmes. The aim was to examine the mediating role of family-related factors on the effects of the school-based family-focused UP4FUN intervention aimed at screen time in 10- to 12-year-old European children (n child–parent dyads = 1940). Methods A randomised controlled trial was conducted to test the six-week UP4FUN intervention in 10-…
Alma Mater: 2013/ Rudens
2013
Mārcis Auziņš. Vienīgā Latvijas Universitāte - par izcilību izglītībā un zinātnē; Andra Čudare. Jānis Stradiņš un Mārcis Auziņš: kultūra zinātnē un zinātne kultūrā; Anete Enikova. Pretī akadēmiskajām zināšanām ar ielu sportu asinīs – Ghetto Games stipendiāti; LU Preses centrs. Piepūšamā kinoteātrī uzzini par klimata pārmaiņām Baltijā; Jeļena Poļakova. LU Ērģeles tapa par ziedojumiem – nu laiks tās atjaunot; Andra Čudare. Izcilnieki jeb kad 8 ir slikta atzīme; Indra Gleizde. Latvijas datorzinātniekus pazīst arī pasaulē; Laboratorijās izstrādātos skaistumkopšanas līdzekļus izmēģina brīvprātīgie; Gita Siliņa. Atmiņu pētnieku piedzīvojumi; LU Preses centrs. Iepazīs studijas no skolas brīvajā la…
Game learning analytics for understanding reading skills in transparent writing system
2020
Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing computerized support for learning is that learning of skills varies between players. Appropriate algorithms are needed for analyzing the performance of individual players. This paper presents a novel clustering-based profiling method for analyzing serious games learners. GraphoLearn, a game for training connections between speech sounds and letters, serves as the game-based learning environment. The proposed clustering method was designed to group the learners into p…
Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3
2020
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …
Growing the Otome Game Market: Fan Labor and Otome Game Communities Online
2019
Otome games are a niche category of Japanese games marketed toward women. Outside its country of origin and the infrastructure of the anime media mix, its predominantly female player communities traditionally have defined these games as those that feature romance or dating simulation. In this paper, I look into how fan bloggers talk about their own work in marketing and distributing otome games beyond Japan. In the case of otome game fan blogging, the ability to shape discussions surrounding otome games also relies upon maintaining the image of players as good consumers. Although this work focuses on the practice of fan blogging, it is part of an ongoing study on otome games in English and …
Ballerfaring på mellomtrinnet : En kvalitativ studie om elevers erfaringer av ballspillundervisning i kroppsøving på mellomtrinnet
2019
Master grunnskolelærerutdanning for trinn 5-10, 5-årig masterprogram IDR507 - Universitetet i Agder 2019 The purpose of this master thesis is to map how pupils who have limited experience with ball games in their spare time,experience the teaching in physical education.This is done by first examining theory that can be used to extract experiences and insights with the students. Next, a qualitative study is carried out on how pupils with limited experience with ball games in their spare time,experience the teaching in physical education. To get knowledge of these pupils' experiences, informants from the intermediate classes were selected from two different schools. The pupils were first obse…