Search results for "ComputingMilieux_PERSONALCOMPUTING"
showing 10 items of 256 documents
Learning teamwork through a computer game: for the sake of performance or collaborative learning?
2021
AbstractOur study examined using a computer-based learning game as a tool to facilitate teaching and learning teamwork skills. The game was applied to an undergraduate level human resource management course at a business school in Finland. We focused on students’ experiences and key learning outcomes of collaborative learning of teamwork skills through the game, and our analysis highlighted two key features of learning outcomes. First, the computer-based learning game promoted students’ self-reflection and evaluation of their individual team roles. Second, although the game taught students the importance of continuous information sharing in teamwork, their evaluation of team outcomes was pe…
The Role of Reputation on Trust and Loyalty : A Cross-Cultural Analysis of Tablet E-Tailing
2018
The purpose of this article is to empirically examine the role of online retailer's website reputation on tablet commerce and to compare the trust arbitration between reputation and loyalty in two cultures - Finland and Nigeria. Data was collected from Finland and Nigeria, using purposive and snowball sampling methods. This article uses Structural Equation Modelling and mediation analysis. The results reveal that the reputation of online retailer's website is not a direct determinant of loyalty for online shopping while trust colligates with ease of use. The effect of an online retailer's website reputation is stronger in Nigeria than in Finland and trust is a strong predictor of ease of us…
Can Avatar Appearance Influence Physical Activity? User-Avatar Similarity and Proteus Effects on Cardiac Frequency and Step Counts
2020
This study combined user-avatar similarity and Proteus effect predictions to incentivize physical activity. 305 participants ran while wearing accelerometers and a heart rate monitor. They were randomly assigned to onscreen motion-capturing avatars displaying either participant or stranger faces dressed in sports or formal clothes. Participants assigned to avatars displaying their own face showed increased cardiac frequency compared with those exposed to avatars with a stranger's face. Relative to the remaining conditions, participants assigned to avatars with their own face also wearing sports clothes showed increased cardiac frequency but participants assigned to avatars with a stranger's…
Identifying the Impact of Game Music both Within and Beyond Gameplay
2021
This paper presents an overview of and a brief critical reflection on game music’s impact on players both within and beyond the context of gameplay. The analysis is based both on the current literature as well as on preliminary (work-in-progress) observations of our research project Game Music Everyday Memories. We consider how the functions and uses of game music potentially extend to people’s everyday life, thus constituting a personally and culturally meaningful relationship with music that is not immediately connected to gameplay. On the other hand, we consider the ways game music and a person’s attachment to the music are involved in gameplay motivation and potential game retention. As…
Tracking oneself for others: communal and self-motivational value of sharing exercise data online
2021
Self-tracking is increasingly popular in recreational sport. Leisure sports practitioners use wearable devices that are connected to online platforms to record, analyse, and share their exercise data. While doing that they interact with a digital system, with themselves, and with peers. This paper examines social-communicative aspects of self-tracking, and the support that these aspects and their associated practices may provide for physical activity behaviour. Data for the study was collected using an online survey and in-depth interviews with Finnish trail runners. The results indicate that sharing exercise data with others on a regular basis can support physical activity behaviour becaus…
Serious games as catalyst for intercultural literacy development? : a case study of Immigropoly
2017
This thesis inquires into whether a specific online game could be used as a catalyst for intercultural literacy development. The case study focused on Immigropoly, a game aimed at introducing the hardships of immigrants to society at large in Europe by putting players in control of a fictional immigrant character and tasking them with getting that character safely to Europe. The interest towards this topic is two-fold. First, it deals with immigration, a hot topic with tremendous societal impact, and how to better cope with similar intercultural phenomena. Secondly, the usage of computers and computer games as a medium to convey information is something that is quite often discussed, and to…
In order to enable meaningful playing : how to support player's learning through digital game narrative design
2017
The main research problem of this constructive study is, how player’s learning during game playing can be supported through game narrative design. When the solutions are searched within narrative theories, modern game theories, and learning game design research, the problem turns conceptually challenging. Basically, the challenge stems from the ambiguous concept of narrative and the diversity of narrative theories. The academic conversation on learning game design has drawn approaches from various narrative theories and traditions of screenwriting and creative writing. Hence, the conversation results fragmental. Firstly, I consider what kind of narrative definition and conception should be …
A comparative case study of Sony Computer Entertainment's crisis communication efforts during two PlayStation Network crises
2015
This study is about the crisis communication efforts of Sony Computer Entertainment (SCE) during two crises. Their PlayStation Network online service was hacked in 2011 and crashed by artificially high traffic in 2014. The purpose of the study is to examine the communication strategies of SCE and the development those strategies underwent between the two crises. This is done by comparing their crisis communication strategies with the Contingency Theory of strategic conflict management. This is done by a comparative case study methodology, utilising content analysis and gauging the impact of the crisis communication efforts through select media reactions. The study is significant in that it …
The Playful Affordances of Picture Book Apps for Children
2021
The tradition of children’s literature has evolved side by side with the market of children’s entertainment, games, and toys. The selection of contemporary print products includes a wide variety of materially or technologically enhanced picture books. This background is rarely considered in the examination of children’s book applications that have attracted scholarly interest after the arrival of smartphones and tablets during the early 2010s.The relationship between picture book apps, mobile games, and digital playthings requires further examination that considers the specific affordances of the mobile platform. Leaning on five case studies, this article examines how picture book apps affo…
Immersive gaming as journalism
2021
This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…