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 …

Game testingGame mechanicsKnowledge managementGame design documentComputer sciencebusiness.industryEducation theoryPerspective (graphical)Computer-Supported Collaborative Learning (CSCL)pelisuunnitteluComputingMilieux_PERSONALCOMPUTINGreviewGeneral Social Sciencescollaborative serious gamesCollaborative learningComputer Science Applicationsgame mechanicsinteractive learning environmentsGame designta5163D serious gamesserious gameyhteisöllinen oppiminenGame Developerbusiness
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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…

GenerosityJocs de rolsEconomics and EconometricsRole uncertaintyPsicologia socialmedia_common.quotation_subjectFraming effectSociologiaFraming effectsFraming (construction)Dictator gamesDictatorComportament col·lectiuDictator gamePsychologyGenerositySocial psychologyFinanceFraming effectmedia_common
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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…

Genetics and Molecular Biology (all)Gene Identification and AnalysisGene TransferBiochemistryPolymerase Chain Reaction796 Athletic and outdoor sports and gamesMiceMedicine and Health SciencesTransgenesInsulin-Like Growth Factor IIntramuscularMedicine (all)QRDependovirusDependoviruMedicineGenetic VectorResearch ArticleBiotechnologyHumanScienceGenetic VectorsReproducibility of ResultIn Vitro TechniquesInjections IntramuscularInjectionsBiomaterialsMolecular GeneticsTransgeneAnimals; Dependovirus; Erythropoietin; Genetic Vectors; Humans; In Vitro Techniques; Injections Intramuscular; Insulin-Like Growth Factor I; Mice; Polymerase Chain Reaction; Reproducibility of Results; Transgenes; Agricultural and Biological Sciences (all); Biochemistry Genetics and Molecular Biology (all); Medicine (all)Genetic ElementsGeneticsAnimalsHumansSports and Exercise MedicineMolecular Biology TechniquesMolecular BiologyErythropoietinClinical GeneticsBiochemistry Genetics and Molecular Biology (all)796 SportAnimalIn Vitro TechniqueGene AmplificationBiology and Life SciencesReproducibility of ResultsHuman GeneticsDNAAgricultural and Biological Sciences (all)Mutation
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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 …

Gerontology020205 medical informaticsEndocrinology Diabetes and MetabolismBiomedical EngineeringBioengineeringDiabetes self managementReview Article02 engineering and technologyDiabetes Complications03 medical and health sciences0302 clinical medicineBehavior TherapyDiabetes managementDiabetes mellitusmental disordersDiabetes Mellitus0202 electrical engineering electronic engineering information engineeringInternal MedicinemedicineHumans030212 general & internal medicinemHealthbusiness.industrySelf-ManagementBehavior change methodsmedicine.diseaseMobile ApplicationsVideo GamesbusinessCell PhoneJournal of Diabetes Science and Technology
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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-…

GerontologyParentsMalePediatric ObesityChild Health ServicesPsychological interventionYOUNG-PEOPLEDETERMINANTSlaw.invention0302 clinical medicineRandomized controlled triallawSurveys and QuestionnairesMedicine and Health SciencesMedicineBALANCE-RELATED BEHAVIORS030212 general & internal medicineChildChildrenCONSTRUCT-VALIDITYSchoolsVDP::Medical disciplines: 700::Health sciences: 800::Preventive medicine: 804SEDENTARY BEHAVIOREuropeOBESITY/dk/atira/pure/sustainabledevelopmentgoals/good_health_and_well_beingTelevisionFemaleTEST-RETEST RELIABILITYObesity preventionFamily RelationsResearch ArticleAdultMediation (statistics)medicine.medical_specialtyQUESTIONNAIRE030209 endocrinology & metabolism03 medical and health sciencesScreen timeComputerSDG 3 - Good Health and Well-beingIntervention (counseling)HumansSedentary lifestyleSchool Health Servicesbusiness.industryPublic healthPublic Health Environmental and Occupational HealthPREVENTIONScreen timePHYSICAL-ACTIVITYVideo GamesParents [Author Keywords]BiostatisticsSedentary BehaviorbusinessBMC Public Health
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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…

Ghetto Games un LU stipendiju konkurssKristīne KalničaVitālijs FeščenkoZinātne un kultūra - mijiedarbībaStarptautiskais automātu valodu un programmēšanas kolokvijs (ICALP 2013 Rīga)Jauno teologu un reliģijpētnieku universitāteJauno juristu universitāteIngus RutulisStarptautiska konference «Adaptācija klimata pārmaiņām Baltijas jūras reģionā»Kosmētikas produktu receptūras testēšanaLU izcilnieki Inga Jēkabsone Jevgēnijs Vihrovs Rūta Veinalde Jānis Misiņš Laura HūneDatorzinātneLU Bibliotēka -- Eiropas Savienības Mūžizglītības programmas «Leonardo da Vinči» apakšprogrammas «Mobilitāte» projektiSociālās atmiņas pētniecības centrsJauno uzņēmēju universitāteLU zinātnieku publikāciju un vēstures datubāzeLatvijas Universitāte -- aktuāli notikumiKinoteātris ĢeodomaLU ērģeles - ziedojumi atjaunošanaiZinātnes mūsdienu filozofija"Zaļo" tehnoloģiju inkubators
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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…

GraphoLearnlearning analyticsletter knowledgeserious gamesoppimisvaikeudethyötypelitComputingMilieux_PERSONALCOMPUTINGtietokoneavusteinen oppiminenreading difficultieslukihäiriötoppimispelit
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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 …

HistoryPN0080media_common.quotation_subjectdigital gamesFallout 3kerrontaInjusticeStyle (sociolinguistics)QA76gothicgotiikkaHERONarrativelähilukumedia_commonInterpretation (philosophy)ideologyComputingMilieux_PERSONALCOMPUTINGAestheticsclose readingClose readingrole-playing gamesroolipelitIdeologyNCdigitaaliset pelitideologiatStorytelling
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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 …

Human-Computer Interactionwomen and gamesSocial PsychologypostfeminismCommunicationotome gamesComputingMilieux_PERSONALCOMPUTINGJapanese gamesSociologyfan bloggingHuman Technology
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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…

IDR507mellomtrinnetBourdieuskjuleteknikkkvalitativ forskningerfaringerballspillhiding techniquephysical educationball gameskroppsøvingComputingMilieux_COMPUTERSANDEDUCATIONexperiencesmiddle levelVDP::Samfunnsvitenskap: 200::Samfunnsvitenskapelige idrettsfag: 330qualitative research
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