Search results for "GAMING"
showing 10 items of 96 documents
Profili di personalità e motivazioni associati all’uso di mobile games di realtà aumentata
In questo lavoro è descritta una revisione sistematica di 26 studi empirici che, negli ultimi 10 anni (2009-2019), hanno esplorato le motivazioni associate all’uso di giochi mobili di realtà aumentata (i.e., Pokèmon GO) e la personalità degli utenti. Considerato il crescente sviluppo tecnologico di giochi che coniugano l’Intelligenza Artificiale con la Realtà Aumentata, i risultati qualitativi presentati nel presente articolo possono configurarsi come utili criteri di segmentazione del mercato potenziale dei clienti di giochi basati su tecnologia mobile.
Measurement invariance of the nine-item Internet Gaming Disorder Scale (IGDS9-SF) across Albania, USA, UK, and Italy
2018
The IGDS9-SF, which assesses Internet Gaming Disorder behaviors, has been validated in a number of countries (Portugal, Italy, Iran, Slovenia), although the psychometric equivalence of the instrument has been assessed only across Australia, the USA, the UK, and India. This research aimed at providing further cross-cultural insights into IGD by assessing the factorial structure of the IGDS9-SF in Albania and investigating its measurement invariance across Albanian, Italian, American, and British gamers. Multi-Group Confirmatory Factor Analyses were performed on a sample of 1411 participants from Albania (n = 228), USA (n = 237), the UK (n = 275), and Italy (n = 671). The CFAs confirmed the s…
The Interplay Between Artificial Intelligence and Users’ Personalities: A New Scenario for Human-Computer Interaction in Gaming
2020
The latest business reports showed that Augmented Reality (AR) and Artificial Intelligence (AI) are ranked among the top 10 strategic trends for 2018. For these reasons, in this paper, we provide an interdisciplinary focus on design and personality issues, trying to discuss the interplay between games with personality and Artificial Intelligence. First, we describe taxonomy models on personality in games and empirical studies aimed at exploring personality traits of Pokemon GO users. Second, we explore virtual humans employed in investigating chess personalities via simulating human chess players. In this research article, the term virtual human is used to describe a computer program that s…
Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming
2023
Pseudoneglect phenomenon refers to a condition in which healthy subjects tend to perceive the left side of exactly bisected lines as being slightly longer than the right one. However, behavioural data showed that athletes practising an open-skill sport display less pseudoneglect than the general population. Given the fact that so-called exergames (also known as active video games) are platforms designed to fully mimic sport activity, this work intends to investigate whether and how a one-week training period of exergame open-skill sport can determine a similar decrease in pseudoneglect. Fifteen healthy participants (non-athletes) responded to a visuospatial attention task and a control memo…
Scheda 14: I Videogiochi, gli stili di vita e la salute mentale di bambini e adolescenti
2007
Morality in Let’s Play narrations : Moral evaluations of Gothic monsters in gameplay videos of Fallout 3
2018
Performative Let’s Play gaming videos are a part of contemporary Internet culture through which morality becomes shared. Many digital games draw on Gothic traditions to feature human-like monsters who demand morally complex interpretations from players. This study examines what kinds of moral evaluations players form of ambiguous Gothic monsters in Let’s Play videos of the action role-playing game Fallout 3. With a discourse analysis of transcribed speech obtained from 20 Let’s Play series on YouTube, it argues that the moral evaluations that players actively produce impact significantly on the play experience, that players take diverse moral stances whose (in)determinacy varies based on w…
Value Creation and Power Asymmetries in Digital Ecosystems : A Study of a Cloud Gaming Provider
2020
Digital platforms connecting users and service providers have a central role in determining the value creation structure of ecosystems. Platform developers try to achieve a dominant position for the platform with a strong ecosystem around it. The size and attractiveness of the services can attract new users, and growing user volume can bring new co-operative service providers to the service partner network. An interesting question is how the presence of power and potential power asymmetry affect the value creation capability and the structure of a network around a platform? This chapter describes an example of value creation and the influence of power asymmetry in a digital ecosystem built …
Lielbritānijas, Zviedrijas un Izraēlas organizatoriskās kultūras pielietojuma analīze starptautiskajos uzņēmumos, kas pārstāv tiešsaistes spēļu indus…
2021
Organizatoriskā kultūra ir neatņemama uzņēmuma vadības faktora sastāvdaļa. Organizatoriskā kultūra ir rīks, kas veido darbinieku attieksmi pret darbu un viņu uzvedību, darba vietā virzienā, kas ķēdes beigās var radīt labvēlīgus apstākļus produktivitātes palielināšanai. Pētījuma mērķis ir ierosināt jaunu organizatoriskās kultūras modeli, kas būtiski samazinās nelīdzsvarotību starp efektīvu uzņēmējdarbību un darbinieku labklājību darbavietā tiešsaistes spēļu nozarē Latvijā, pamatojoties uz pētījumu teorijām, ko pārstāv galvenie zinātnieki, piemēram, organizācijas kultūras autore G. Hofstede, F. Trompenaārs un E. Šeins atklāj jaunu pieeju organizācijas kultūras analīzei. Šajā darbā autore izst…
De la monogamie au « polygaming »…
2014
Les sites de rencontres ont favorisé l’essor d’un « papillonnage » numérique intensif. Maints inscrits de ces sites inventent à leur corps défendant de nouvelles manières d’aimer, déliées des exigences de la fidélité ou de l’inscription dans la durée. Les cadres normatifs évoluent, alors qu’Internet offre désormais à la rencontre amoureuse de nouveaux terrains de « drague » et des modalités technologiques et relationnelles augmentées. Ce dispositif permet l’émergence de rapports d’un nouveau genre, tout en industrialisant la rencontre amoureuse. Le polygaming est une solution de rechange sentimentalo-sexuelle bousculant la monogamie instituée en favorisant l’essor de relations ludiques, plu…
The effects of virtuality level on task-related collaborative behaviors: The mediating role of team trust
2013
This study aims to analyze the mediating role of team trust in the relationship between virtuality level and task-related collaborative behaviors. Three types of task-related collaborative behaviors were studied, namely team coordination, team cooperation, and team information exchange. Drawing upon theory and research on virtual teams and trust, we hypothesized that team trust partially mediated the effects of virtuality level on team coordination, team cooperation, and team information exchange. A laboratory experiment was carried out with 65 four-person teams randomly assigned to three communication media with different virtuality levels (face-to-face, video conference and computer-media…