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Framing or Gaming? Constructing a Study to Explore the Impact of Option Presentation on Consumers [chapter]

Chris Barry, Mairéad Hogan, Ann M. Torres
2016 Lecture Notes in Information Systems and Organisation  
to reveal the impact of measures such as decision construct type, default value type and question framing have on the perceived value of the website and loyalty intentions.  ...  Cued RTA where the user will be shown a playback of their interaction will be used to explore their attitudes towards a decision construct and identify problematic designs.  ...  [3] explored the impact of question framing on user decisions. In querying how consumers have unknowingly opted-in to something, they explored the tactics some firms employ to encourage consent.  ... 
doi:10.1007/978-3-319-30133-4_8 fatcat:3ck5g5wtozf53cp5dtqprij7ie

Benefits and challenges of serious gaming – the case of "The Maladaptation Game"

Therese Asplund, Tina-Simone Neset, Janina Käyhkö, Lotten Wiréhn, Sirkku Juhola
2019 Open Agriculture  
This study offers an analysis of how a research based game on climate change maladaptation can support, but also hinder players' sense-making processes.  ...  Through the analysis of eight gaming workshops, this study identifies challenges and support for the players' sense-making.  ...  Conflict of interest: Authors declare no conflict of interest.  ... 
doi:10.1515/opag-2019-0010 fatcat:3ewrsnxllbcwdltmi3tt3cjjdq

Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development

Datu Buyung Agusdinata, Heide Lukosch
2019 Simulation & Gaming  
We present a systematic account of the TD approach process of developing a role-playing game (RPG) -called HomeRUN (Role-play for Understanding Nexus). Results.  ...  By bringing together scientists and practitioners in the game design process, a transdisciplinary (TD) approach is seen as a promising way to integrate available knowledge and establish ownership of the  ...  Declaration of Conflicting Interests The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.  ... 
doi:10.1177/1046878119848135 fatcat:pk6nx4otpfgq7fkqmue6tammje

Serious games [chapter]

Olivier Barreteau, Géraldine Abrami, Bruno Bonté, François Bousquet, Raphaël Mathevet
2021 The Routledge Handbook of Research Methods for Social-Ecological Systems  
This choice depends on whether the issue at stake with the game is to explore macroscale management choices or to experiment with framing microscale management choices.  ...  The framework focuses on the interactions between these categories in order to study the impact of exogenous drivers that would affect any of the entities.  ... 
doi:10.4324/9781003021339-15 fatcat:aeo3doyjvzhjneanquyegic3je

What is the Gaming Lifestyle?

Matheus José Machado Dutra
2021 JGGAG (Journal of Games, Game Art, and Gamification)  
This paper contributes to the field of game studies by deepening our understanding of how gamers are impacted by in-game and out-game daily experiences.  ...  This research explored the topic of lifestyle in the ambit of gaming.  ...  In several studies, the economic component had a positive effect and a high impact on the behavior of consumers [3] , [4] .  ... 
doi:10.21512/jggag.v6i2.7891 fatcat:aedaclqhhfdghfifnnpmsf2h2e

A Survey on Cloud Gaming: Future of Computer Games

Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C. M. Leung, Cheng-Hsin Hsu
2016 IEEE Access  
executed on heterogeneous devices to interact with the games.  ...  Cloud gaming is a new way to deliver high-quality gaming experience to gamers anywhere and anytime.  ...  [42] present a testbed for a user study on cloud gaming services.  ... 
doi:10.1109/access.2016.2590500 fatcat:yjmahsu4a5bajobwz23cdupf2e

Accelerating Learning through Gaming? [chapter]

Thomas J. P. Thijssen, Fons T.J. Vernooij, Pieter Stein
2008 The Power of Technology for Learning  
In this paper we present the impact of two economic games.  ...  The second game is an Innovation Game as part of a course for innovation consultants of the Dutch Government.  ...  We will present the impact of two economic games.  ... 
doi:10.1007/978-1-4020-8747-9_2 fatcat:4zzzloi5bre6tbqqboncxtnssa

When Is Green Too Rosy? Evidence from a Laboratory Market Experiment on Green Goods and Externalities

Maria Fernandes, Marieta Valente
2018 Games  
Two types of goods can be produced and bought, namely goods generating negative externalities on other consumers (either labelled as B or brown) and goods that cause no harm to others (either labelled  ...  Furthermore, the study addresses the impact of using non-abstract wording when describing negative externalities.  ...  This type of option aims to reduce influences in decisions due to complex or emotionally charged terminology, rather than the incentives associated with the Games 2018, 9, 70 4 of 18 payoff structure,  ... 
doi:10.3390/g9030070 fatcat:224fod33fra3vgstxor2dng6xm

Paratextual Play: Unlocking the Nature of Making-of Material of Games

René Glas
2016 Conference of the Digital Games Research Association  
In the study of digital games this material could easily be overlooked or primarily seen as marketing material outside and therefore not part of a game itself.  ...  This paper will discuss a shift in the paratextual location and function of making-of material from an external to internal or even integral part of the digital game experience.  ...  ACKNOWLEDGEMENTS The author would like to thank the anonymous DiGRA/FDG reviewers for valuable comments on an earlier draft of the paper. ENDNOTES  ... 
dblp:conf/digra/Glas16 fatcat:2vmzcnmfcfflfhdzzgrooz5cdq

Plan Interdiction Games [article]

Yevgeniy Vorobeychik, Michael Pritchard
2018 arXiv   pre-print
how to develop scalable algorithms for solving associated plan interdiction games.  ...  We illustrate the value of plan interdiction problems by first modeling network cyber risk through the use of formal planning, and subsequently formalizing an important question of prioritizing vulnerabilities  ...  We now explore systematically a common challenge faced by organizations: of the many vulnerabilities present on the network, which should be prioritized.  ... 
arXiv:1811.06162v1 fatcat:czudfbm34jfwjiykl4adi4gyia

Design Guidelines for Learning Games: the Living Forest Game Design Case

Luís Lucas Pereira, Licínio G. Roque
2009 Conference of the Digital Games Research Association  
In this paper we report on a design case for a learning game, "Living Forest", targeted at exploring sociotechnical aspects of the relationship between Human settlements and forests.  ...  As part of an ethnographic analysis of our development praxis we synthesized a set of guidelines for the design of serious games, i.e. games with learning purposes, that have requirements of fidelity to  ...  ACKNOWLEDGEMENTS This work was supported by the Fundação para a Ciência e a Tecnologia (FCT) (SFRH/BD/45114/2008).  ... 
dblp:conf/digra/PereiraR09 fatcat:ajjik6ihrfcidnvguz56wlmzey

Socially Aware Design of Games: an early workshop for game designers

Bernardo Ferrari, Deógenes P. da Silva Junior, Carolina Moreira Oliveira, Júlia S. B. Ortiz, Roberto Pereira
2020 Journal of Interactive Systems  
or health, it is necessary to understand the context in which a game will be inserted before actually proposing and designing it.  ...  This paper presents a collaborative workshop for problem understanding and requirements elicitation in the early stages of game design.  ...  de ideias" published at the First Workshop on Interaction and User Research in Game Development.  ... 
doi:10.5753/jis.2020.757 fatcat:tvwk25nlbngv3p3ne2mkvohzdy

Serious Pervasive Games

António Coelho, Rui Rodrigues, Rui Nóbrega, João Jacob, Leonel Morgado, Pedro Cardoso, Maria van Zeller, Liliana Santos, A. Augusto Sousa
2020 Frontiers in Computer Science  
Space and time, as well as social context, acquire a more meaningful impact on the gameplay.  ...  This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species  ...  Funds through the Portuguese funding agency, FCT -Fundação para a Ciência e a Tecnologia within project POCI-01-0145-FEDER-030740 -PTDC/CCI-COM/30740/2017.  ... 
doi:10.3389/fcomp.2020.00030 fatcat:cur7z6gbwjarfar7jddybdcswi

Methodology, Representation, and Games

Diane Carr
2017 Games and Culture : A Journal of Interactive Media  
These issues are discussed using a combination of game studies literature, film theory, and literary theory-and with reference to Deus Ex: Human Revolution (2011).  ...  Draft version Methodology, Representation, and Games This article is a contribution toward ongoing efforts to refine a methodology for the textual analysis of representations in digital games.  ...  However, games that feature a significant amount of variability plus the option to Role Play would not be an easy fit with the version of textual analysis presented here. 7.  ... 
doi:10.1177/1555412017728641 fatcat:2uzeuapf2bby5gyh6myg22wmvm

Personalised gaming

Sander Bakkes, Chek Tien Tan, Yusuf Pisan
2012 Proceedings of The 8th Australasian Conference on Interactive Entertainment Playing the System - IE '12  
This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player.  ...  The motivatin concerns (a) the psychological foundation, (b) the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions.  ...  The authors wish to thank the anonymous referees for their constructive comments that helped to improve the article considerably.  ... 
doi:10.1145/2336727.2336731 dblp:conf/ie/BakkesTP12 fatcat:o2iw4gzu7nh7nmipula7wxtu5u
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