Search results for "pelillistäminen"

showing 6 items of 56 documents

Gaming for health across various areas of life

2019

Lack of physical activity is mostly addressed by implementing programs to promote physical activity but seeing as the major cause for physical inactivity is that of technology. Few studies used the approach to use the very barrier as s mean to try and educate and breed good habits. This paper outlines the design and development of a project that will us various environments, home, gym and outdoors to promote physical activity by means of technology and more specifically games. peerReviewed

sovellukseteläkeläisetPhysical activityphysical activityterveysteknologialiikuntadiseasesexergames03 medical and health sciencespelitpelillistäminen0302 clinical medicinesairaudet030212 general & internal medicineta315senior citizensgamesta113business.industryaging030229 sport sciencesPublic relationsikääntyminenhyötypelitstatisticsteknologiakuntoutusbusinessPsychologyfyysinen aktiivisuusikääntyneet
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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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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.

uutisetplayful050801 communication & media studiesjournalismpelillistäminenpelit0508 media and communicationsArts and Humanities (miscellaneous)Medie- och kommunikationsvetenskap050602 political science & public administrationgamificationnewsSociologygamesCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTINGMedia studiesnewsgamesinstitutional logicssitoutuminenMedia and Communications0506 political sciencejournalismiJournalismludicengagementConvergence: The International Journal of Research into New Media Technologies
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OpenQuest: Designing a Motivational Framework for MOOCs Instruction

2016

This paper introduces an innovative motivational framework for Massive Open Online Courses (MOOCs) instructional design coined as Open Quest Framework (OpenQuest). OpenQuest aims to improve learning and user engagement in MOOCs by drawing lessons from the success of quest-based initiatives, gamified web platforms, and massive-multiplayer online games (MMOs). The framework is grounded on established motivational theories such as the Self-Determination Theory and Situated Motivational Affordance. It supplements existing MOOCs design schemes that usually focus on pedagogy, assessment and technology. It features specific motivational mechanisms including, quests and narration, reputation system…

verkkokurssitpelillistäminenlearningmotivationpedagogyavoimet verkkokurssitMOOCgamificationverkkopedagogiikkamotivointi
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Opetuksen pelillistäminen trendi-ilmiönä − opetuspelien kaupallinen potentiaali

2014

Kaisto, Heini Elisa Opetuksen pelillistäminen trendi-ilmiönä − opetuspelien kaupallinen potentiaali Jyväskylä: Jyväskylän yliopisto, 2014, 31 s. Tietojärjestelmätiede, Kandidaatin tutkielma Ohjaaja(t): Makkonen, Markus Kandidaatin tutkielma käsittelee pelialaa yleisesti, keskittyen opetuspeleihin, sekä niiden kaupalliseen potentiaaliin. Tutkielma painottuu tarkastelussaan kaupalliseen näkökantaan. Tutkielma toteutettiin kirjallisuuskatsauksena tutustumalla pelialaa käsitteleviin raportteihin, kaupallisiin artikkeleihin, sekä muuhun aiheeseen liittyvään kirjallisuuteen. Ensin tutkielmassa avataan pelin käsite, jonka jälkeen siinä käsitellään pelialan luonnetta yleisesti, pelialustojen luomia…

videopelimarkkinatvideopelitpelialustatopetuksen pelillistäminen
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Kulttuurin leikillistyminen ja pelillistyminen

2022

viihdepelitpelillistäminenpelaaminenhyödyllisyyssosiaalinen mediakulttuurin muutosleikkiminenleikitkulttuurintutkimuspelitutkimusoppimispelitmobiilipelit
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