Search results for "GAME"
showing 10 items of 1663 documents
LA LOTTA CONTRO I RITARDI DI PAGAMENTO NELLE TRANSAZIONI COMMERCIALI Esigenze di tutela, disciplina, prospettive future
2012
Rural Population in Romania. Development and Tendencies (2000 – 2010)
2013
Abstract Demography is among the top factors which exert an undeniable influence upon the economic environment. Therefore, the populace - through its dynamics and characteristics - leaves an imprint upon the social and economic landscape, being a keen barometer and contributing to economic progress. The relationship demography-economy is extremely tight, since the populace is perceived as being a true representation of what characterizes our economy. Romania originated as a country with an agriculture-based economy – a fact which translated in its major rural population; nowadays, due to a sum of various developments, the rural populace is undergoing a decreasing trend. The situation is all…
Promoting Students’ Health at University: Key Stakeholders, Cooperation, and Network Development
2021
Background: Cooperation among university units is considered a cornerstone for the promotion of students' health. The underlying mechanisms of health-promoting networks at universities have rarely been examined so far. Shedding light on partnerships is generally limited to the naming of allied actors in a network. Objectives and Methods: In this study, we used network analysis intending to visualize and describe the positions and characteristics of the network actors, and examine organizational relationships to determine the characteristics of the complete network. Results: The network analysis at hand provides in-depth insights into university structures promoting students' health comprisi…
Psychological processes of ACL-patients' post-surgery rehabilitation : A prospective test of an integrated theoretical model
2020
Objectives: The aim of this prospective study was to examine the utility of an integrated model comprising constructs from self-determination theory (SDT) and the theory of planned behavior (TPB) in predicting adherence to a post-surgery rehabilitation program in patients receiving anterior cruciate ligament (ACL) reconstruction. Constructs of the integrated model measured at baseline were expected to predict patients' rehabilitation adherence two months later. Method: Patients (N = 121, M age = 27.62, range = 18–53; 36.66% female) scheduled to have ACL reconstruction surgery within two months were recruited from a Hong Kong public hospital. At baseline and two-month follow-up, patients com…
Explaining the Usage Intentions of Exergames
2014
Different kinds of digital gaming concepts that combine exercise and games, commonly referred to as exergames, have become increasingly common in recent years. These games, which can be used because of both hedonic and utilitarian reasons, have also become a subject of growing interest among academic researchers. However, the factors that explain their usage remain vaguely understood. This study aims to find out what kinds of factors explain the intentions to use exergames as part of one’s exercise. To do this, we first propose a new theoretical model for explaining the usage intentions of exergames and then empirically test this model by analyzing an online survey sample collected from 271…
Playful approaches to news engagement
2020
From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of merging news with games as a way to reformulate normative assumptions, production practices and consumption patterns. As a result, the boundaries between journalism and game’s logics start to erode, and they begin to find new ways of converging.
A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games
2022
Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokém…
The effects of two-way communication and chat service usage on consumer attitudes in the e-commerce retailing sector
2018
In e-commerce retailing (e-retailing), where competitors are only one click away and prices are easy to compare, providing superior customer service and reciprocal communication via a company’s website are important aspects of attracting and retaining customers. One increasingly popular solution to improve customer service is a “live chat” interface that allows consumers to have real-time conversations online with customer service agents. As the literature on the impacts of real-time communication via live chat is currently very limited, this study develops and tests a model that demonstrates the moderating effects of a chat service on the relationship between two-way communication (i.e., a…
Internationalization, networks and industry related factors : the case of Finnish digital game industry
2016
Tässä työssä tutkittiin pienten ja keskisuurten (PK) yritysten kansainvälistymistä, myyntiä ja verkostoja pienen ja avoimen talouden kontekstissa. Tutkimusaukko perustui tarpeeseen tutkia miten PK -yritykset ja International New Venture (INV) -yritykset kansainvälistyvät, miten verkostoja käytetään tässä prosessissa ja miten toimialan erityispiirteet vaikuttavat käyttäytymiseen. Teoreettinen viitekehys muodostui stage -malleista (Uppsala -malli), INV -teoriasta ja kansainvälistymisen verkostomallista yhdistettynä taloudellisesti kasvavan ja menestyvän digitaalisen pelialan kontekstiin. Tämän kvalitatiivisen tapaustutkimuksen empiirinen data koostui kymmenestä (10) suomalaisten peliyritysten…
Code-switching in a Finnish video game stream
2017
Tämä tutkielma käsittelee erään suomalaisen videopelaajan koodinvaihtoa suomen ja englannin kielen välillä suoratoistopalvelussa eli striimissä (engl. stream). Videopelin pelaamisen ja pelikavereilleen kommunikoimisen lisäksi striimaajiksi kutsutut henkilöt puhuttelevat myös yleisöään. Tutkimuksen kohteeksi valittiin yksi puolitoista tuntia kestävä istunto, jossa koodinvaihtoa tapahtuu runsaasti. Koodinvaihto englannin ja suomen välillä on yleistä pelattaessa videopelejä, joissa englannin kieli on vahvasti läsnä sekä visuaalisissa että auditiivisissa elementeissä. Tutkielman tarkoituksena oli selvittää, millaisia koodinvaihtotilanteita striimissä esiintyy ja mitä syitä niiden esiintymiselle…