Search results for "Entertainment"
showing 9 items of 99 documents
A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION
2019
Abstract. In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of t…
Augmented Reality Applications: The Impact of Usability and Emotional Perceptions on Tourists’ App Experiences
2019
There is a rising amount of research contributing to the knowledgebase of Augmented Reality (AR) application usage. However, up until now there is no sound understanding about how the emotional perception of AR application users impact on different types of experience. This paper aspires to contribute to this gap by analysing the link between usability, emotional perception (i.e. entertainment, playfulness and enjoyment), two types of experience viz. action- and emotional experience and users’ intention to use the app in a travel context. 796 questionnaires show that emotional experience is driven by entertainment while action experience is mainly triggered by playfulness. However, only emo…
Advertising in Latvia
2002
Latvia is one of the three Baltic States, and recovered its independence in 1991. The development of an advertising industry in Latvia started with the decay of the Soviet Union. The recovery of independence and the transition period to the market economy, as in all of the former USSR, required rapid development of the advertising industry. The birth and development of this field was inescapable, and was dictated by the competitive principles of the market economy. As with individual advertisements, the whole advertising market in Latvia is specific, and it is slowly developing its own character. Many foreign companies have entered the Latvian advertising market, each of them bringing its u…
Implications of the identity position for dual career construction: Gendering the pathways to (Dis)continuation
2021
Objectives To examine how gender functions in the narrative construction of dual career styles, and how these styles impact the (dis)continuation of a dual career pathway. Design Longitudinal qualitative study. Method Life story interviews with 18 talented Finnish athletes (10 cis women, 8 cis men) at four points in time – when they averaged 16, 17, 19, and 20 years of age – followed by an integrative narrative-discursive analysis. Results (a) contrapuntal style was gender-typically female; (b) monophonic style was gender-typically male; and (c) dissonant style was an important pathway to dual career discontinuation through which gender ideologies impacted the emergent adults with different…
Do humans dream of prophetic robots?
2020
Social robotics is a technology that, as its definition varies, encompasses conceptually diverse fields materializing in innovations from simple chatbots to sophisticated androids talking about the peaceful coexistence of humans and robots. The advances in social robotics have led to promising applications in education, work, entertainment, and even religion. Yet a measure of fear and confusion about the capabilities of contemporary and future robots exists, with one of the reasons being the presentation of some contemporary robots as being more advanced than they really are.
Towards to Sustainable Tourism – Framework, Activities and Dimensions
2013
Abstract The tourism sector is most often associated with the attractive places worth to visit, sights to be seen or entertainment. In the general opinion, tourist sector does not have any negatives - it causes hundreds of tourists coming to the country who leave money, provide jobs and disseminate local space. On the other hand, heavy tourist traffic causes a significant damage, not only to the environment, which may lead to its degradation, but it also has a negative impact on the local community - for example, tourists bring a Coke or McDonalds’, the things unknown for one region, for example and they can lead to tooth decay or obesity. Fortunately, for many years many attempts have been…
Learnings from the Finnish Game Industry
2016
The motivation behind our research was the rapid growth and business wins of world-class Finnish game companies, like Supercell, as well as the success of other game companies in Finland. In particular, Supercell's growth is something that has not been heard of before and this raised the interest to research what game companies have been doing right. Supercell is not the only Finnish success. Rovio is also well known and has the roots for success from few years before. There are also other game companies in Finland that have succeeded and this motivated us to investigate what is happening behind the game industry and what could be learned from there that could be applied to other software i…
Behavior change types with Pokémon GO
2017
Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…
"I never gave up"
2019
Esports phenomena have grown rapidly in recent years, and so has research on the topic. Some of the research has also addressed esports fandom (see e.g. Taylor 2012). Nevertheless, studies comparing and contrasting how players and fans engage with the game and the esports based on that game are scarce. This study compares and contrasts how players and fans engage with playable game characters and esports players. The paper draws on previous research in fan studies, sports fandom and esports to examine the relationships of players and fans of the videogame Overwatch (Blizzard Entertainment 2016) with the fictional heroes of the game as well as with their favorite professional players in the …