Search results for "Video game"

showing 10 items of 151 documents

Conquer the Net: An educational computer game to learn the basic configuration of networking components

2009

Advanced networking equipment is relatively expensive and student access to it is usually limited to scheduled times at computer laboratories within the university premises. Hence, it is important to make the most effective use of the time assigned and minimize the time that students spend in activities which can be performed outside the laboratory sessions. Familiarizing with the basic configuration commands is one such activity. We have developed a computer game to allow students to learn these in a motivating and pleasant environment. This game has been designed so that rules are easily learned and both cooperative and competitive learning are promoted. © 2009 Wiley Periodicals, Inc. Com…

Game art designGeneral Computer ScienceMultimediaVideo game developmentGame programmingGame design documentComputer scienceGeneral Engineeringcomputer.software_genreEducationComputer gameGame designGame development toolGame DevelopercomputerComputer Applications in Engineering Education
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From Global Games to Re-contextualized Games: The Design Process of TekMyst

2011

Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of fou…

Game mechanicsKnowledge managementComputer sciencebusiness.industryCombinatorial game theoryContext (language use)Emergent gameplaybusinessVideo game designGlobal gameTurns rounds and time-keeping systems in gamesRecreational mathematics
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Player performance, satisfaction, and video game enjoyment

2009

An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.

Game mechanicsMultimediaComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreEntertainmentGame designFirst personAttributionPsychologyVideo game designSocial psychologyVideo gamecomputerPerformance satisfaction
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Developing Online Collaborative Games for e-Learning Environments

2014

Based on our experience, we believe that games, competition and teamwork offer a pleasant and active way of learning. This is much more efficient when the learner has a smile on his face, when he is astonished and curious about next levels and finds the game sufficiently challenging and fun to try again. Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented programming, with the help of games. These games are time-dependent and are able to support collaboration between groups. To this date there are two learning games implemented: a crosswo…

Game mechanicsTeamworkObject-oriented programmingMultimediaComputer scienceProcess (engineering)E-learning (theory)media_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreTurns rounds and time-keeping systems in gamesJigsawVideo game designcomputermedia_common
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Process control in the development of game-based learning environments

2009

This paper examines the development process of digital game-based learning environments (GBLE), focusing on the process control. The aim is to explore the alternatives to process control in GBLE development and provide guidelines for planning and carrying out process control in GBLE projects. This study is a part of the research project Human-Centered Design of Game-Based Learning Environments. The overall aim of the project is to construct a multidisciplinary and user-driven process for the development of digital GBLEs. The study was conducted according to the principles of development research and action research. The action research cycles consisted of four game development projects. The…

Game testingGame mechanicsGame designProcess managementKnowledge managementVideo game developmentComputer scienceGame design documentbusiness.industryEmpirical process (process control model)Action researchGame DeveloperbusinessProceedings of the International Conference on Advances in Computer Entertainment Technology
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Gamification and Behavior Change Techniques in Diabetes Self-Management Apps

2019

Background: Diabetes management apps may have positive effects on diabetes self-management. It remains unclear, however, which app features are particularly effective and encourage sustained app usage. Behavior change techniques (BCTs) and gamification are promising approaches to improve user engagement. However, little is known about the frequency BCTs and gamification techniques (GTs) are actually used. This app review aims to provide an overview of BCTs and GTs in current diabetes management apps. Methods: Google’s Play Store was searched for applications using a broad search strategy (keyword: “diabetes”). We limited our research to freely available apps. A total of 56 apps matched the …

Gerontology020205 medical informaticsEndocrinology Diabetes and MetabolismBiomedical EngineeringBioengineeringDiabetes self managementReview Article02 engineering and technologyDiabetes Complications03 medical and health sciences0302 clinical medicineBehavior TherapyDiabetes managementDiabetes mellitusmental disordersDiabetes Mellitus0202 electrical engineering electronic engineering information engineeringInternal MedicinemedicineHumans030212 general & internal medicinemHealthbusiness.industrySelf-ManagementBehavior change methodsmedicine.diseaseMobile ApplicationsVideo GamesbusinessCell PhoneJournal of Diabetes Science and Technology
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The role of family-related factors in the effects of the UP4FUN school-based family-focused intervention targeting screen time in 10- to 12-year-old …

2014

Background Screen-related behaviours are highly prevalent in schoolchildren. Considering the adverse health effects and the relation of obesity and screen time in childhood, efforts to affect screen use in children are warranted. Parents have been identified as an important influence on children’s screen time and therefore should be involved in prevention programmes. The aim was to examine the mediating role of family-related factors on the effects of the school-based family-focused UP4FUN intervention aimed at screen time in 10- to 12-year-old European children (n child–parent dyads = 1940). Methods A randomised controlled trial was conducted to test the six-week UP4FUN intervention in 10-…

GerontologyParentsMalePediatric ObesityChild Health ServicesPsychological interventionYOUNG-PEOPLEDETERMINANTSlaw.invention0302 clinical medicineRandomized controlled triallawSurveys and QuestionnairesMedicine and Health SciencesMedicineBALANCE-RELATED BEHAVIORS030212 general & internal medicineChildChildrenCONSTRUCT-VALIDITYSchoolsVDP::Medical disciplines: 700::Health sciences: 800::Preventive medicine: 804SEDENTARY BEHAVIOREuropeOBESITY/dk/atira/pure/sustainabledevelopmentgoals/good_health_and_well_beingTelevisionFemaleTEST-RETEST RELIABILITYObesity preventionFamily RelationsResearch ArticleAdultMediation (statistics)medicine.medical_specialtyQUESTIONNAIRE030209 endocrinology & metabolism03 medical and health sciencesScreen timeComputerSDG 3 - Good Health and Well-beingIntervention (counseling)HumansSedentary lifestyleSchool Health Servicesbusiness.industryPublic healthPublic Health Environmental and Occupational HealthPREVENTIONScreen timePHYSICAL-ACTIVITYVideo GamesParents [Author Keywords]BiostatisticsSedentary BehaviorbusinessBMC Public Health
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Associations between parental rules, style of communication and children's screen time

2015

Background Research suggests an inverse association between parental rules and screen time in pre-adolescents, and that parents’ style of communication with their children is related to the children’s time spent watching TV. The aims of this study were to examine associations of parental rules and parental style of communication with children’s screen time and perceived excessive screen time in five European countries. Methods UP4FUN was a multi-centre, cluster randomised controlled trial with pre- and post-test measurements in each of five countries; Belgium, Germany, Greece, Hungary and Norway. Questionnaires were completed by the children at school and the parent questionnaire was brough…

INTRINSIC MOTIVATIONMaleParentsTELEVISIONSocial SciencesChild BehaviorMothersPoison controlSocial controlSuicide preventionStructural equation modelingDevelopmental psychologyMEDIAComputerScreen timeSurveys and QuestionnairesADOLESCENTSInjury preventionBALANCE-RELATED BEHAVIORSHumansMedicineCluster randomised controlled trialHOMEParent-Child RelationsChildChildrenSedentarySchoolsParentingComputersbusiness.industryCommunicationSELF-DETERMINATION THEORYSEDENTARY BEHAVIORPublic Health Environmental and Occupational HealthHuman factors and ergonomicsEuropePHYSICAL-ACTIVITYVideo GamesFemalePerceptionTelevisionBiostatisticsVDP::Medical disciplines: 700::Health sciences: 800::Community medicine Social medicine: 801businessFAMILY ENVIRONMENTResearch ArticleBMC Public Health
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Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interac…

2016

Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence …

Internet addictionProcess (engineering)Cognitive Neurosciencemedia_common.quotation_subjectCue-reactivityAffect (psychology)Executive functions03 medical and health sciencesBehavioral NeuroscienceCognition0302 clinical medicineddc:150Internet-use disordersHumansPornographySituational ethicsInhibitory controlInternet-gaming disordermedia_commonInternetbusiness.industryAddictionCognitionKognition [Fakultät für Ingenieurwissenschaften » Informatik und Angewandte Kognitionswissenschaft » Angewandte Kognitions- und Medienwissenschaft » Allgemeine Psychologie]Cognitive biasForschungszentren » Erwin L. Hahn Institute for Resonance Imaging030227 psychiatryBehavior AddictiveNeuropsychology and Physiological PsychologyVideo Gamesddc:15PsychologieGamblingThe InternetbusinessPsychologySocial psychology030217 neurology & neurosurgeryCognitive psychologyNeuroscience & Biobehavioral Reviews
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HR scenario game : Learning human resource management in a virtual environment

2021

This paper introduces a computer-based online scenario game that was developed to enhance the learning of human resource management (HRM) in an undergraduate course at a business school in Finland. What makes this game unique is that students played an important and active role in developing the game in collaboration with lecturers. Our findings show that the game enhances learning, interaction, and collaboration among students. We discuss how computer-based games and their development in collaboration with students can be used as a means for learning and improving working-life skills in higher education.

Knowledge managementHigher educationoppiminenComputer sciencepelisuunnitteluEducational systemscomputer.software_genrecomputer scenario gamegame developmenthenkilöstöjohtaminenhuman resource managementComputingMilieux_COMPUTERSANDEDUCATIONtietokoneavusteinen oppiminenLearningtietokonepelitVideo game developmentbusiness.industryTeachingComputingMilieux_PERSONALCOMPUTINGGame developmentHigher Educationskenaariotvirtuaaliympäristöverkko-oppiminenCollaborationcollaborationComputer scenario gameVirtual machineHuman resource managementhigher educationkorkea-asteen koulutusHuman resource managementyhteistoiminnallinen oppiminenhenkilöstöhallintobusinesscomputerEducational systems
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