Search results for "Entertainment"
showing 10 items of 99 documents
MoMo: enabling hybrid museums
2005
Present-day museums are not mere passive institutions for the preservation of a society's cultural heritage. They have become instead learning environments, research centres and even tourist attractions. The paper introduces the notion of a hybrid museum (HM) in which wireless personal digital devices (PDAs) are used to tailor digital contents to the visitor to enrich both the learning and entertainment experience. The paper describes a fully functional hybrid museum infrastructure (MoMo) implemented with the.NET compact framework running on the PocketPC platform. Several research challenges that had to be faced during the implementation of the system such as the exploration of large sets o…
Social integration of Ethiopian and Eritrean women in Switzerland through informal sport settings
2021
This study investigated the role of informal sport settings (i.e. self-organised and non-voluntary sports clubs) in the social integration of Ethiopian and Eritrean women into Swiss society. Social integration seen as a multidimensional, interdependent process between the interaction of social bond, bridge and links; and two-way interaction between the migrant and local community. Thematic analysis of semi-structured interviews and focus group discussions (n���=���12, 18���51���years old) was used to understand the interplay between social integration and participation in informal sport settings. The findings indicated that such settings have become a crucial sphere for establishing and reb…
Staying Active under Restrictions: Changes in Type of Physical Exercise during the Initial COVID-19 Lockdown
2021
Copyright: © 2021 by the authors. The COVID-19 pandemic and the associated governmental restrictions suddenly changed everyday life and potentially affected exercise behavior. The aim of this study was to explore whether individuals changed their preference for certain types of physical exercise during the pandemic and to identify risk factors for inactivity. An international online survey with 13,881 adult participants from 18 countries/regions was conducted during the initial COVID-19 related lock-down (between April and May 2020). Data on types of exercise performed during and before the initial COVID-19 lockdown were collected, translated, and categorized (free-text input). Sankey chart…
The big picture: effects of surround on immersion and size perception.
2014
Despite the fear of the entertainment industry that illegal downloads of films might ruin their business, going to the movies continues to be a popular leisure activity. One reason why people prefer to watch movies in cinemas may be the surround of the movie screen or its physically huge size. To disentangle the factors that might contribute to the size impression, we tested several measures of subjective size and immersion in different viewing environments. For this purpose we built a model cinema that provided visual angle information comparable with that of a real cinema. Subjects watched identical movie clips in a real cinema, a model cinema, and on a display monitor in isolation. Wher…
The Role of Attitudes and Ethicality on Branded Video Games(Advergames) Acceptance
2014
Advergames are branded video games that blur the line between entertainment and advertising. Advergames are gaining momentum among advertisers and advertising agencies fueled by their capability to engage teenagers and young adults with branded communications. This study focuses on consumers’ intentions to use advergames analyzing three attitudinal factors – attitude toward advertising, attitude toward product placement in video games, and attitude toward advergames- and the ethical evaluations of the use of advergames as an advertising format (ethicality). The proposed model was empirically tested using a sample of 304 college students. Major findings suggest that attitudes toward advergam…
From Mood to Meaning: The Changing Model of the User in Entertainment Research
2015
In recent years, entertainment theory has undergone a paradigmatic shift: The traditional conceptualization of entertainment as an exclusively pleasurable affective state has been significantly extended by recent two-factor models. These models have introduced a second dimension of entertainment that incorporates more complex nonhedonic experiences, such as the search for meaning or intrinsic need satisfaction. They have not only crucially altered the way communication scholars conceptualize the audience of media entertainment but also our discipline's view on the effects of entertaining media content. The present article discusses the implications of this changing model of the media user b…
Serious Games for Health and Safety Training
2011
EUROSTAT figures show that 5720 people die in the European Union every year as a consequence of work-related accidents. Training in Health and Safety is indeed a key aspect to reduce this figure, and serious games constitute an effective method to provide this training. However, the development of this type of computer applications is a complex issue, requiring cross discipline knowledge on different areas, including instructional design, psychology, sociology, law, and computer graphics. Beyond the challenges already present in the development of non-educational computer games, serious games for health and safety are instructional tools. Therefore, they require an instructional design to c…
Identifying the combinations of motivations and emotions for creating satisfied users in SNSs: An fsQCA approach
2020
Social Networking Sites (SNSs) play an important role in our daily lives and the number of their users increases regularly. To understand how users can be satisfied in the complex digital environment of SNSs, this study examines how motivations and emotions combine with each other to explain high satisfaction. Users’ motivations comprise four attributes, entertainment, information, social-psychological, and convenience. Emotions are divided into their two main categories, that is positive and negative emotions. We draw on complexity and configuration theories, present a conceptual model along with propositions and perform a fuzzy-set qualitative comparative analysis (fsQCA). Through an empi…
The motivational appeal of interactive storytelling: Towards a dimensional model of the user experience
2009
A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from `old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.
Hollywood ups ante in copy protection fight
2002
The little analog-to-digital converters found everywhere in computing and consumer electronics might, if the entertainment industry gets its way, become the new front line against illicit copying of movies and music. Not surprisingly, the industry's proposal to hardwire copy protection into all these converters has provoked a storm of indignation among consumer electronics producers and civil liberties groups. Concerned that movies might be redigitized, with no copy protection. The Motion Picture Association of America (MPAA) wants analog-to-digital converters to recognize a copyrighted video or audio signal and prevent it from being copied. However the MPAA's plan will be hard for others t…