Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Exergaming usage : hedonic and utilitarian aspects

2017

There is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and…

pelaaminenusage intentionshyötykäyttäjätComputingMilieux_PERSONALCOMPUTINGliikuntapelitexergamingexergamesuse continuanceinformation systems usageuser experiencepelaajatterveyskäyttäytyminenliikuntatottumuksetmielihyvähabits of playingkäyttäjäkokemuskäyttöönottodigitaaliset pelituser behaviour
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The effect of musical tempo on video game performance

2012

There is little research on music and audio in video games. What theory exists relies heavily upon borrowing concepts from similar fields such as film music. The empirical research conducted has been varied in scope, but small in number. This thesis explores the current state of theory and research in video game music and audio. In order to investigate if music can affect performance in a video game, an experiment was conducted. Participants were asked to play the popular video game Tetris multiple times to music of varying tempi. The performance of each participant for every game played was recorded and compared across the conditions. Although no statistically significant differences in pe…

pelaaminenvideopelitvaikutuksetComputingMilieux_PERSONALCOMPUTINGmusiikkivideogameattentionpelittempoarousalTetrismusicgameperformance
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Let’s Play Tinder! : Aesthetics of a Dating App

2021

This article provides an analysis of the “dating app” Tinder as an aesthetic ludic artifact. By scrutinizing the title’s features of gameplay and expressive–interpretive social interaction, Tinder usage is set into a frame theory context and shown to operate by multiple overlapping frames that allow romantic engagement to be entered as play and vice versa. peerReviewed

pelillistäminengameplaytreffitComputingMilieux_PERSONALCOMPUTINGTindersosiaalinen mediamobiilisovelluksetesteettisyyssovellusohjelmatdeittipalvelutestetiikka
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Study of Zumba game playing experience, related to previous knowledge of Zumba

2014

The focus of this research is to make an analysis of the experiences of Xbox Kinect Zumba game players in correlation to the real Zumba classes. Through the observation of the Zumba game, specifically using the Xbox Kinect motion detection technology, the researcher intends to create a user experience similar to the real classroom experience and/or create a situation pleasant enough to interest the subjects in real Zumba classes or further game playing, despite of their preconceptions about the game/activity. Negative results will be used to pinpoint what is lacking in this situation and environment to achieve the level of comfort and enjoyment required. The researcher intends to show that …

pelitKinectkuntoliikuntazumbapelaajatComputingMilieux_PERSONALCOMPUTINGXboxurheilupelitdigitaaliset pelitkäyttäjätutkimus
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Games as Blends : Understanding Hybrid Games

2017

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various t…

pelithybridity mixed reality gamespervasiiviset pelitComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesconceptual metaphorpelitutkimusconceptual blending
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A Philosophy of Physical Education Oriented toward the Game as an Object. Showing the Inexhaustible Reality of Games through Bernard Suits’ Theory

2019

Although a large number of theories justify the presence of games in school, all of them converge in two of the educational functions described by Biesta, socialization and qualification. In contrast to this instrumental educational approach, the present article aims to develop the bases for a philosophy of physical education (PE) oriented toward the game as an object. This proposal is supported by Suits¿ theory of games and the object-oriented philosophy (OOP) introduced by Harman. The text presents a justification for games in the school setting by defending its intrinsic value. First, the instrumentalist justifications for games are presented in order to establish the state of the art. S…

philosophyobject-oriented philosophySocialization (Marxism)ComputingMilieux_PERSONALCOMPUTINGPhysical Therapy Sports Therapy and RehabilitationFilosofiaSuitsObject (philosophy)EpistemologyPhysical educationPhilosophyphysical educationEducació físicagamePsychology
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Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective

2019

Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13 identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game purchasing systems could be characterized …

predatory monetization050801 communication & media studiesEntitlementBehavioral economicsvideo gamegaming disorder0508 media and communicationsGame designArts and Humanities (miscellaneous)microtransaction: Multidisciplinary general & others [H99] [Social & behavioral sciences psychology]MarketingVideo gameGeneral PsychologyConsumer behaviour05 social sciencesComputingMilieux_PERSONALCOMPUTING:170106 - Health Clinical and Counselling Psychology [FoR]050301 educationConsumer protection: Multidisciplinaire généralités & autres [H99] [Sciences sociales & comportementales psychologie]Purchasingconsumer protectionHuman-Computer Interaction; Arts and Humanities (miscellaneous); General Psychology; Gambling; GamingHuman-Computer InteractionConsumer Bill of Rightsin-game purchasingBusiness0503 educationComputers in Human Behavior
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Children's Voices and their Impact-Case Study in Romania

2013

Abstract This research evaluates if the voices of children in Romanian preschools are heard and proposes new educational policy in order to train practitioners for preschools. The purpose of the study is to involve practitioners and parents in the Early Years in an experimental training program called: “Voices of children in Romania”. We discovered that according to the traditional attitudes of Romanian parents and practitioners, children's voices are rarely taken into consideration. After the new training program was put into practice in preschools and homes, teachers and parents started to give more attention to children's voices and children's wellbeing was improved.

professional training ;attitudesbusiness.industryRomanianComputingMilieux_PERSONALCOMPUTINGChildren's voicechildren's wellbeinglanguage.human_languageOrder (business)PedagogylanguageMedicineGeneral Materials ScienceTraining programbusinessProcedia - Social and Behavioral Sciences
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The foundations of Let’s Play : Live action representation of video games in television and online 1975-2018

2019

In this article, I look at television shows based on video games in comparison to modern Let’s Play –videos. The paper draws a timeline from the earliest shows to modern days and discusses the evolution of video games representation throughout the years. For the study, I gathered a global dataset of old television programs about the subject and categorized the findings. When comparing the narrative and representation of the television shows with Let’s Plays, the study suggests that even though there are some similar elements between the two, they are still cultural products of their own. As Let’s Plays are more narrative products than the television shows, they are a phenomenon of their own…

representaationarratiivisuusLet’s PlayvideopelitComputingMilieux_PERSONALCOMPUTINGtelevisio-ohjelmattelevisionComputingMilieux_MISCELLANEOUSpelitutkimus
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FROM A COLLABORATIVE DESIGNING OF STORYTELLING TO A ROBOTIC AND VIRTUAL WORLD REPRESENTATION

2012

This paper presents an experiential learning lab focused on building a digital storytelling using both robots with LEGO Mindstorms and virtual worlds with Kodu Game Lab. The experiential laboratory (32 hours) has involved 33 children of secondary schools in a collaborative learning setting in formal (school labs) and informal learning context (external cultural association). In a first phase of the activity children used Lego Mindstorm robotic kits, assembling them and creating a physical environment (pasterboard arenas) where robots were programmed for moving and taking actions. In a second phase children were invited to transfer the physical world built for robots in a new digital storyte…

roboticSettore M-PSI/01 - Psicologia Generalevirtual worldcollaborative designstorytellingComputingMilieux_PERSONALCOMPUTINGComputingMilieux_COMPUTERSANDEDUCATIONKodu Game LabprogrammingCollaborative learningLEGO Mindstorm
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