Search results for "Entertainment"
showing 10 items of 99 documents
Testing Measurement Invariance of Hedonic and Eudaimonic Entertainment Experiences Across Media Formats
2016
ABSTRACTThe aim of this study is to investigate the measurement invariance of media users’ entertainment experiences as conceptualized by two-process models of entertainment (i.e., enjoyment and appreciation) across different media formats. With this purpose, the present research relates to the recent rise of entertainment research, embracing more and more media types and formats with which entertainment experiences may occur. At the same time, it addresses a methodological issue that has rarely been addressed in communication research. Focusing on one of the most often used measurement instruments in entertainment research, on three different media formats (political talk shows, comedies, …
Workload Characterization in Multiplayer Online Games
2006
In recent years, distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Although the workload generated by avatars in a DVE system has already been characterized, the special features of multiplayer online games make these applications to require a particular workload characterization. This paper presents the workload characterization of multiplayer online games. This characterization is based on real traces, and it shows that the movement patterns of avatars used to develop optimization techniques for DVE systems can be extrapolated to First Person Shooti…
Providing Full Awareness to Distributed Virtual Environments Based on Peer-to-Peer Architectures
2006
In recent years, large scale distributed virtual environments (DVEs) have become a major trend in distributed applications, mainly due to the enormous popularity of multiplayer online games in the entertainment industry. Since architectures based on networked servers seems to be not scalable enough to support massively multiplayer applications, peer-to-peer (P2P) architectures have been proposed as an efficient and truly scalable solution for this kind of systems. However, the main challenge of P2P architectures consists of providing each avatar with updated information about which other avatars are its neighbors. We have denoted this problem as the awareness problem. Although some proposal…
Cultural institutions as agents of urban and community regeneration in the (post-)pandemic city. The case of the «Laboratorio Zen Insieme» in Palermo
2022
Although all cities in the world have been affected by the COVID-19 pandemic, its impacts on the territories, yet to be understood, are unevenly distributed, revealing extremely varied imbalances depending on the places. However, it is clear that the virus and its variants have aggravated pre-existing socio-spatial inequalities, creating new ones and bringing attention back to those implications between space, planning, public health and citizenship that are at the origins of contemporary urbanism. In a reference framework in which the crisis is globalized but unequal and in the absence of a welfare system capable of responding to the urgencies of the most marginalized social contexts and g…
Nuevas fórmulas publicitarias: los advergames como herramienta de las comunicaciones de marketing
2012
Los advergames son videojuegos orientados a la comunicación publicitaria. Su naturaleza de mensaje híbrido, al combinar contenido publicitario y contenido de entretenimiento, aporta interesantes posibilidades al desarrollo de comunicaciones de marketing en un entorno mediático en el que la publicidad tradicional ha ido perdiendo eficacia. El presente artículo delimita el concepto de advergame, analizando las diferentes tipologías existentes y sus efectos sobre diversos objetivos de marketing y de comunicación. Asimismo, se apuntan algunas recomendaciones a la hora de desarrollar comunicaciones de marketing mediante advergames, así como las cuestiones éticas y morales que deben considerarse
An Emphatic Humanoid Robot with Emotional Latent Semantic Behavior
2008
In this paper we propose an Entertainment Humanoid Robot model based on Latent Semantic Analysis, that tries to exhibit an emotional behavior in the interaction with human. Latent Semantic Analysis (LSA), based on vector space allows the coding of the words semantics by specific statistical computations applied to a large corpus of text. We illustrate how the creation and the use of this emotional conceptual space can provide a framework upon which to build “Latent Semantic Behavior” because it simulates the emotionalassociative capabilities of human beings. This approach integrates traditional knowledge representation with intuitive capabilities provided by geometric and sub-symbolic infor…
2020
Background Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). Objective This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Methods We collected data from 262 respondents with a critical incident tech…
Teacher competencies in game-based pedagogy
2018
This study examines what kind of competencies teachers need in using game-based pedagogy (GBP). In our conceptual framework, GBP entails four approaches: using educational games or entertainment games, learning by making games, and using gamification in learning. Our data, consisting of teachers’ documentation, thematic interviews and questionnaires, were analysed using qualitative content analysis. Four main competence areas were identified: pedagogical, technological, collaborative and creative. The results are applicable for developing teacher education and in-service training, as teacher competencies in game-based learning will be more integral to teachers’ professional knowledge and sk…
Análisis de materiales didácticos digitales para guiar y/o apoyar el proceso de enseñanza - aprendizaje de las matemáticas
2018
Las tecnologías digitales han supuesto una revolución en todos los ámbitos de la vida: tecnológico, empresarial, comunicativo, cultural, e incluso en el conocimiento y el entretenimiento. En el panorama educativo tiene también su reflejo y las metodologías y recursos se han redibujado, en cuanto a los diferentes soportes, canales, lenguajes, narrativas,? Estos cambios, sustantivos y profundos, afectan simultáneamente al profesorado, alumnado y familias, pero otros agentes como las administraciones educativas y el sector editorial también se ve involucrado. En esta investigación analizamos una muestra de portales institucionales y plataformas comerciales que ofertan recursos didácticos digit…
The Effects of the Use of Serious Game in Eco-Driving Training
2016
International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…