Search results for "Game"

showing 10 items of 1663 documents

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…

ta113Engineeringgame industry040301 veterinary sciencesbusiness.industryStar (game theory)0402 animal and dairy scienceContext (language use)Advertising04 agricultural and veterinary sciencesPublic relations040201 dairy & animal scienceMountain sheepNewspaper0403 veterinary scienceEntertainmentcvg.developerOrder (exchange)NarrativecvgGame DeveloperbusinessFinland
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Investigating serendipity in recommender systems based on real user feedback

2018

Over the past several years, research in recommender systems has emphasized the importance of serendipity, but there is still no consensus on the definition of this concept and whether serendipitous items should be recommended is still not a well-addressed question. According to the most common definition, serendipity consists of three components: relevance, novelty and unexpectedness, where each component has multiple variations. In this paper, we looked at eight different definitions of serendipity and asked users how they perceived them in the context of movie recommendations. We surveyed 475 users of the movie recommender system, MovieLens regarding 2146 movies in total and compared tho…

ta113Information retrievalComputer scienceSerendipityuutuudetpalautesuosittelujärjestelmätNoveltyserendipityContext (language use)02 engineering and technologyVariation (game tree)Recommender systemunexpectednessPreferenceMovieLenssattumanovelty020204 information systems0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingRelevance (information retrieval)relevancerecommender systemsProceedings of the 33rd Annual ACM Symposium on Applied Computing
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Interactive Multiple Criteria Decision Making based on preference driven Evolutionary Multiobjective Optimization with controllable accuracy

2012

Abstract We present an approach to interactive Multiple Criteria Decision Making based on preference driven Evolutionary Multiobjective Optimization with controllable accuracy. The approach relies on formulae for lower and upper bounds on coordinates of the outcome of an arbitrary efficient variant corresponding to preference information expressed by the Decision Maker. In contrast to earlier works on that subject, here lower and upper bounds can be calculated and their accuracy controlled entirely within evolutionary computation framework. This is made possible by exploration of not only the region of feasible variants – a standard within evolutionary optimization, but also the region of i…

ta113Mathematical optimizationInformation Systems and ManagementGeneral Computer ScienceComputationta111Contrast (statistics)Interactive evolutionary computationManagement Science and Operations ResearchMulti-objective optimizationOutcome (game theory)Industrial and Manufacturing EngineeringEvolutionary computationModeling and SimulationPreference (economics)Evolutionary programmingMathematicsEuropean Journal of Operational Research
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High school students' perspective to university CS1

2013

This paper presents a qualitative study of a school-university collaborative project where a game-themed CS1 course was offered as-is to high school students. Our specific interest was to explore the students' experiences with the university level course. Our analyses indicate that immediate and regular support was highly important for student performance, as support of this kind could mitigate issues related to students' orientation towards the high workload of the course. Students who showed academic interest were likely to pass, whereas students lacking self-direction or work efficiency were likely to drop out. Both passed and drop-outs found the course to be a good learning experience. …

ta113Medical educationHigher educationbusiness.industryComputer scienceGame programmingPerspective (graphical)University levelWorkloadPlan (drawing)OutreachPedagogyComputingMilieux_COMPUTERSANDEDUCATIONta516businessQualitative research
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Assessing game experience: Heart rate variability, in-game behavior and self-report measures

2014

Assessing game experience by means of recordings of physiological reactions elicited during game play is a technique that has gained popularity in recent years in the field of digital games research. However, since physiological signals are typically linked to several psychological processes, the use of some measures such as cardiac activity or heart rate (HR) remains problematic. The goal of the present study is to investigate to what extent game logs and self-report measures of game experience have a predictive value for heart rate variability during game play. Our results showed that the accurate registration of in-game behaviors by means of game logs carries the potential of providing r…

ta113MultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGCardiac activityGame playcomputer.software_genrePredictive valuePopularitySelf-report studyHeart rate variabilityta516human activitiescomputerCognitive psychology
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Understanding differences among coding club students

2014

Scholars and instructors have been carrying out a multitude of actions to increase students' interest in computer science during the past years. Still, there is a need for knowledge on how these attempts develop student interest. In this qualitative study, we construct illustrative categories out of students who have attended our K-12 coding club and game programming summer course activities. We found four categories: Inactivity, Lack of self-direction, Experimenting, and Professionalism. We also briefly project this abstraction onto a four-phase model of interest development.

ta113OutreachGame programmingComputer scienceMultitudePedagogyComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationClubCoding (social sciences)Qualitative researchProceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14
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Utilizing online serious games to facilitate distributed requirements elicitation

2015

Online serious games are used to facilitate distributed requirements elicitation.Interactive games enhance collaboration and communication between project members.Serious games raise individuals' confidence to engage in requirements elicitation.Using serious games can improve both quality and quantity of software requirements.Serious games specially enhance the performance of less-experienced stakeholders. Requirements elicitation is one of the most important and challenging activities in software development projects. A variety of challenges related to requirements elicitation are reported in the literature, of which the lack of proper communication and knowledge transfer between software …

ta113Requirements managementBusiness requirementsRequirementEngineeringserious gamesKnowledge managementbusiness.industryrequirements elicitationSoftware developmentRequirements elicitationpelitEmpirical researchhyötypelitHardware and Architecturesoftware developmentohjelmistokehitysbusinessRequirements analysisKnowledge transferSoftwaregamesInformation SystemsJournal of Systems and Software
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CSI with games and an emphasis on TDD and unit testing

2012

ta113Unit testingGeneral Computer ScienceGame programmingbusiness.industryComputer scienceEmphasis (telecommunications)ta516TelecommunicationsbusinessIndustrial engineeringEducationACM Inroads
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Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

2018

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

ta113arvoketjutKnowledge managementbusiness.industryComputer sciencevideopelitarvonluonti05 social sciencesExploratory researchComputingMilieux_PERSONALCOMPUTING050109 social psychologyvideo gamesOnline videovalue co-creationvalue co-destructionpelitpelillistäminen0502 economics and businessCo-creation050211 marketing0501 psychology and cognitive sciencesgamificationbusinessValue (mathematics)games
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Realizing the social acceptance of community renewable energy: A process-outcome analysis of stakeholder influence

2014

This study shows how stakeholders influence the development of community renewable energy (CRE) schemes and how they are influenced by their outcome. It relies on information collected during 41 structured interviews with local people involved in CRE initiatives in seven regions of Europe. The interviews were thematically analyzed to identify different types of stakeholder influence. The findings show that stakeholder influence on CRE schemes take place at three distinct levels: macro, intercommunity and intracommunity. In addition, key stakeholders can support or hinder the development of a project according to whether or not they perceive that the output of the project may benefit or harm…

ta520Knowledge managementRenewable Energy Sustainability and the Environmentbusiness.industryProcess (engineering)StakeholderEnergy Engineering and Power Technologystakeholder influencePhase (combat)Outcome (game theory)Fuel TechnologyHarmNuclear Energy and Engineeringcommunity renewable energyStructured interviewprocess and outcomeStakeholder analysisBusinessMacrota512Social Sciences (miscellaneous)Energy Research and Social Science
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