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1 – 10 of over 2000Qianling Jiang, Zheng Wang and Jie Sun
The rise of interactive fitness games in the post-epidemic era has resulted in the need to establish a quality evaluation index system. This study aims to develop such a system…
Abstract
Purpose
The rise of interactive fitness games in the post-epidemic era has resulted in the need to establish a quality evaluation index system. This study aims to develop such a system and provide a reference for enhancing the quality of interactive fitness games.
Design/methodology/approach
To achieve this, interviews and questionnaires were conducted to identify the factors that influence the quality of interactive fitness games. The Kano model and SII (Satisfaction Increment Index)-Dissatisfaction Decrement Index (DDI) two-dimensional quadrant analysis were then used to explore differences in quality judgment between males and females, as well as their priorities for improving interactive fitness games.
Findings
The study revealed that males and females have different quality judgments for “rich and diverse content,” “motivational value,” “sensitive motion recognition detection” and “portability.” However, both genders share similar views on the other quality factors. In addition, the study identified differences in the priority of improvement between men and women. “Very interesting,” “effective fitness achievement,” “motivating fitness maintenance,” “sensitive motion recognition detection,” “portability” and “educational value” were found to be of higher priority for men than women.
Originality/value
These findings provide a valuable theoretical reference for developers and designers of interactive fitness games seeking to enhance the user experience.
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This paper aims to provide libraries with collections advice regarding fantasy role‐playing games.
Abstract
Purpose
This paper aims to provide libraries with collections advice regarding fantasy role‐playing games.
Design/methodology/approach
Current and emerging publication and sales models of pencil and paper, tabletop fantasy role‐playing games are explored. Details of print, print‐on‐demand, free and purchasable downloads, and subscription‐based options for major fantasy role‐playing games and alternatives are provided.
Findings
Many options are available to libraries wishing to provide support for fantasy role‐playing game programming. While an overwhelming quantity of publications are often available for purchase, usually only a bare minimum is required to run a role‐playing game. Free or modestly priced options are available for libraries on a shoestring budget. Libraries interested in supporting fantasy role‐playing game programming with collections need not spend much. Spending less on collections requires a greater amount of imagination, socializing, creativity, collaboration and literacy on the part of program participants.
Originality/value
Many libraries are interested in supporting fantasy role‐playing games with collections, but do not know where to start. While much is being written about gaming in libraries, little has been written to help libraries navigate current role‐playing game book publication and sales models.
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Chwen-Yea Lin, Wei-Hsi Hung, Kwoting Fang and Chien-Chung Tu
Achievement is considered to be an important value for students. The purpose of this paper is to explore what achievement values were derived from playing massively multiplayer…
Abstract
Purpose
Achievement is considered to be an important value for students. The purpose of this paper is to explore what achievement values were derived from playing massively multiplayer online role-playing games (MMORPGs), especially for high-engaged MMORPGs players.
Design/methodology/approach
The research employed two approaches to collect data: focus group and a web survey of online game players were conducted. Moreover, an addiction-engagement scale was used to ensure all participants were genuinely highly engaged MMORPGs players in data collection process. There are 12 highly engaged players were recruited as focus group members in Phase 1. The online survey yielded 315 responses, of which 267 were considered valid, and 177 of those were considered to be genuine highly engaged players in Phase 2. In the study, exploratory factor analysis was performed to reveal underlying structure of achievement values.
Findings
The result focussing on popular MMORPGs reveal that highly engaged players derived six achievement values from playing MMORPGs, including fantasy satisfaction, adventure, victory, socialization ability, self-actualization, and advancement of wealth and status.
Originality/value
In view of the prevalence of MMORPGs, it is imperative to draw attention to understand students’ achievement values derived from playing MMORPGs. By doing that, educators know how to bridge students’ achievement values to their academic performance.
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The success of intelligent tutoring systems (ITS) has always been questioned. Recent developments however in the object‐oriented technologies and artificial intelligence…
Abstract
The success of intelligent tutoring systems (ITS) has always been questioned. Recent developments however in the object‐oriented technologies and artificial intelligence techniques have allowed development of better human‐computer interaction for effective teaching and learning. This paper presents the implementation of an ITS that employs game environment and object‐oriented user interface (OOUI) for teaching and learning. The reported implementation is based on use of a game environment to impart industrial training for energy conservation in a steam distribution system. The ITS developed allows players to assume a particular role in a process industry and learn efficient operation of steam distribution system for conserving energy in the plant. The design of game environment and supporting OOUI are discussed. Those aspects of design and implementation that are of equal interest to game designers, instructional designers and educationists are described in detail. The paper may assist game developers and instructional designers in developing ITS for other disciplines.
January 2016 saw the final release of Numinous Games’ crowdfunded linear adventure game That Dragon, Cancer. An impactful independent title which subverts many of gaming’s…
Abstract
January 2016 saw the final release of Numinous Games’ crowdfunded linear adventure game That Dragon, Cancer. An impactful independent title which subverts many of gaming’s traditional and valued norms. In less than two hours of abstracted adventure, players are transported through a series of vignettes documenting one family’s struggle with cancer, and the battle faced by their terminally ill child, Joel. Digital memorialisation has been documented by scholars since the late 1990s. This has come in the form of sites specifically created for memorialisation, social networking sites repurposed by their users for memorialisation (MySpace and more recently Facebook), and online virtual worlds (Second Life and World of Warcraft). However, within That Dragon, Cancer the productive nature of grief has created and envisioned a gaming experience purpose-built for memorialisation. This chapter begins by documenting memorialisation within virtual environments. From here, the author turns to consider the way in which That Dragon, Cancer provides a purpose-built space for grief, memorialisation and understanding, focussing on key stylistic and mechanic-based decisions undertaken in the games design. Finally, the author considers the way in which That Dragon, Cancer, through the use of crowdfunding in late 2014, transformed from a project memorialising one child to the memorialisation of many across the globe.
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Kelsey Prena and John L. Sherry
Video games have the potential to improve brain plasticity in people with Down syndrome. However, little has been done to understand video game preferences in this population. The…
Abstract
Purpose
Video games have the potential to improve brain plasticity in people with Down syndrome. However, little has been done to understand video game preferences in this population. The purpose of this paper is to describe a brief exploration of video game preferences in children with Down syndrome.
Design/methodology/approach
An online survey was used to collect information from parents of children with Down syndrome about their child’s favorite video games and why they like video games.
Findings
Children with Down syndrome, as reported by their parents, most frequently play action/adventure games, and have several motivating factors for game play including overcoming challenges to gain reward and having fun engaging in the game world.
Research limitations/implications
The current study only recruited from a small sample of the Down syndrome population and therefore may lack generalizability.
Practical implications
Gaining a better understanding of which aspects of video games appeal to children with Down syndrome. Knowing what they prefer will enable us to design games that are engaging and cognitively beneficial.
Originality/value
This paper proposes the importance of video game play to promote development in children with Down syndrome.
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The aim of this paper is to measure the empirical relationship between self‐congruity and game usage and purchase. This is important because it highlights that games affect self…
Abstract
Purpose
The aim of this paper is to measure the empirical relationship between self‐congruity and game usage and purchase. This is important because it highlights that games affect self concept and the symbolic value that can be obtained from the game. It is aimed to implement this study across four game types.
Design/methodology/approach
A total of 493 consumers were surveyed and confirmatory factor analysis and structural equation modelling conducted across four game groups to model this same relationship.
Findings
It was found that self‐congruity was positively related to game usage and purchase.
Practical implications
Game development for consumers online, on wireless devices and on consoles should place greater emphasis on the practical implications of self‐congruity. Games impact self concept through self‐congruity. So, it is important that marketers understand the potential harm and positive impact of games on the consumers' cognition.
Originality/value
This is the first paper to explore and model self‐congruity and game purchase and usage behaviour. This paper is further unique because it provides results across four games groups: all games representing, followed by the alternative models, Sports/Simulation/Driving, Role‐playing Game (RPG)/Massively Multiplayer Online Role‐playing Game (MMORPG)/Strategy, and Action/Adventure/Fighting,
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Two different types of technology-enabled stories that can help expand the notion of narratives are discussed in this chapter. The narratives found in digital storytelling and…
Abstract
Two different types of technology-enabled stories that can help expand the notion of narratives are discussed in this chapter. The narratives found in digital storytelling and video games offer new possibilities and advantages for language learners and instructors. They are multimodal, immersive, and authentic; they offer significant motivational benefits and allow for agentive, situated, and participatory learning. Both forms, DST and video games, exemplify new modes of relating meaningful narratives. Media creation and sharing as well as gaming are familiar domains for today's learners. Thus, if these authentic practices are part of the learner's everyday experiences, it makes sense to utilize their potential for educational purposes. As the review of some applications in this chapter indicates, there is an area of convergence that is of particular interest for language learning purposes and may lead us to contemplate a redefinition of these narrative forms. In addition to more traditional narratives, these new and emergent forms can and should be represented in language learning curricula.
Nahed Salem and Ahmed Maher Khafaga Shehata
The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.
Abstract
Purpose
The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.
Design/methodology/approach
The study adopted a comparative analytical method to explore the topic in both the DDC and the LCC schemes by comparing its processing method in both schemes. The study measures the extent to which both schemes succeed in allocating notations covering the topic’s literature.
Findings
The study reached several results, the most important of which are: the difference between the two main cognitive sections, to which they belong to the topic, namely, arts and recreation (700) in the DDC scheme and the geography section (G) in the LCC scheme, while they were found to share the same sub-section scheme. The two schemes do not allocate notations to address the subject of electronic games as literature and other notations that have not been embodied for electronic games themselves or in the form of a compact disc or other media.
Originality/value
As far as we know, this is the first paper that compares the treatment of video games in DDC and Library of Congress classification schemes. The study allows for understanding the difference in the treatment of topics in both schemes, which would help in the decision of the adoption of a particular classification scheme.
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The computer gaming industry has today become bigger than the world music and movie industries. The influence of computer games over the youth of today is akin to that of the…
Abstract
The computer gaming industry has today become bigger than the world music and movie industries. The influence of computer games over the youth of today is akin to that of the cultural influence of music, political movements and even religion on youth culture of the past. Of late, computer games have been attracting people of all kinds into using computers. They have driven the spread of computers into the lives of individuals who had earlier had no incentive to use them. Computer games are gaining unprecedented access to the homes, minds and souls of people today. Hence it has become increasingly important for game developers and educators to study the application of computers for enhancing the education offered to the next generation of students. Computer games can be used to give a better form of education and can even make computers become the unique tools of learning. The paper will present the current scenarios of computer games being used for the purposes of education and training. It will also dwell on areas in which the tremendous capabilities of computer games as an education medium can be utilized in educating a new generation of students weaned on computer games. New possibilities for computer games as tools of knowledge will also be projected.