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…
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…
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…
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. …
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…
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.
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 …
CSI with games and an emphasis on TDD and unit testing
2012
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…
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…