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Article
Publication date: 11 September 2024

Dilay Seda Özgen Turan, Yasemin Afacan and Elif Surer

This study explores the impact of biophilic design in built environments on sustainable behaviors through the innovative use of a serious game. By examining how exposure to…

Abstract

Purpose

This study explores the impact of biophilic design in built environments on sustainable behaviors through the innovative use of a serious game. By examining how exposure to biophilic elements influences behaviors in real and virtual settings, the research aims to demonstrate the potential of serious games as tools for promoting sustainability.

Design/methodology/approach

The study was conducted in three distinct experimental settings: (1) a real environment pre-game, (2) a non-immersive game environment within the same real setting and (3) an immersive game environment post-game. Data were collected from 162 participants who experienced these different conditions. The serious game “Pop a Coffee Corner” was developed based on biophilic design principles and used to assess behavioral changes.

Findings

Results indicated that exposure to biophilic design elements in real settings significantly enhanced sustainable behaviors compared to non-biophilic environments. Additionally, playing the serious game in a biophilic environment led to even greater improvements in sustainable behavior than exposure to biophilic design alone. This demonstrates the effectiveness of serious games in fostering sustainable actions.

Research limitations/implications

The study’s findings are based on a specific university setting, which may limit generalizability. Future research could explore long-term impacts and applications in diverse contexts.

Practical implications

The research provides practical guidelines for incorporating biophilic design in built environments, and developing serious games can be a practical strategy for architects, urban planners and educators to promote sustainable behaviors among individuals. This approach can be applied in educational settings, public spaces and workplaces to foster a deeper connection with nature and encourage environmentally responsible behaviors.

Social implications

By demonstrating the effectiveness of biophilic design and serious games in promoting sustainable behaviors, this study contributes to broader societal efforts to address environmental challenges. Implementing these strategies can lead to increased environmental awareness and pro-environmental behaviors, ultimately supporting sustainability goals.

Originality/value

This study introduces the serious game approach as a novel method to evaluate and promote sustainable behaviors through biophilic design. It highlights the potential for integrating biophilic elements in both real and virtual environments to encourage environmentally responsible behavior, offering valuable insights to architects, designers and policymakers.

Details

Archnet-IJAR: International Journal of Architectural Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2631-6862

Keywords

Article
Publication date: 11 June 2024

Tatiane Neves Lopes, Renata Mendes de Araujo, Tadeu Moreira de Classe and Flávio dos Santos Sant'Anna

Business process training is a crucial activity in the business process management lifecycle, performed whenever an organization needs to train workers about how to carry out…

Abstract

Purpose

Business process training is a crucial activity in the business process management lifecycle, performed whenever an organization needs to train workers about how to carry out their activities according to defined processes, after significant process changes, or whenever new workers come on board. Due to their motivational character, serious games have been understood as an unconventional alternative to support training in organizational processes. Still, methodologies to design serious digital games specifically for business process training are missing in the literature. This research paper presents a method – Play Your Process for Training (PYP4Training) – for designing digital games for business process training.

Design/methodology/approach

The research is guided by design science research methodologies and comprises the adaptation of Play Your Process (PYP), a method for designing business process-based digital games (BPBDG). PYP activities and supporting tools were shaped to cope with the specific requirements of BPBDG design for process training purposes, bringing to light a new method: PYP4Training.

Findings

PYP4Training was evaluated by designing a BPBDG for training a heavy equipment maintenance process in a multinational mining company. The game was evaluated by process owners and actors who reported a positive perception of the game as an option for process training. However, there is still space for improving trainees' engagement.

Originality/value

The research proposes an innovative way for business process training using digital games. Nevertheless, literature shows a lack of systematic procedures to build such games and results about their use.

Details

Business Process Management Journal, vol. 30 no. 5
Type: Research Article
ISSN: 1463-7154

Keywords

Article
Publication date: 2 August 2024

Dhruba Jyoti Borgohain and Manoj Kumar Verma

This study aims to focus on carrying out a quantitative analysis of publications related to augmented reality (AR)-based gaming. AR combines the real world with the digital world…

Abstract

Purpose

This study aims to focus on carrying out a quantitative analysis of publications related to augmented reality (AR)-based gaming. AR combines the real world with the digital world and is a large basis of data in an ICT-based digital society. Therefore, there is a need for a comprehensive bibliometric review of research papers on AR-based gaming to identify the potential for the advancement of knowledge in this field.

Design/methodology/approach

In the experimental part, reference data from Scopus was extracted according to a search string formulated with great care. The retrieved data were then analyzed through open-source, sophisticated bibliometric tools, VOSviewer, along with Biblioshiny-R.

Findings

After running the analysis, it turns out that the years with the biggest number of publications were in 2010 and 2012. The focus areas of study include mixed reality, surveys and helmet-mounted displays. The USA was the most connected country in the research collaboration network; it has strong links with other nations including the UK, Canada and Greece, which cluster around it in the map. This trend of monetarily increasing number of papers depicts the growing interest and sustainable productivity in this research domain.

Originality/value

The purpose of this paper is to present a novel perspective on AR-based gaming, which has not been so far examined by bibliometric analysis. The results provide important information for researchers and stakeholders. In addition to filling a void in the literature, this study is an important reference for those researchers who are interested in exploring evolution and trends in AR-based gaming research.

Details

Information Discovery and Delivery, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-6247

Keywords

Article
Publication date: 5 July 2024

Giuseppe Modarelli, Christian Rainero and Stefano Amelio

The purpose of this study is to provide a bidimensional perspective to study the role that diversity and occupation play in corporate social responsibility (CSR).

Abstract

Purpose

The purpose of this study is to provide a bidimensional perspective to study the role that diversity and occupation play in corporate social responsibility (CSR).

Design/methodology/approach

Five big American companies were selected from a ranking carried out by a globally recognised website for finding flexible and inclusive jobs (www.flexjob.com). After a gap evaluation, content analysis and click analysis were carried out on the institutional websites.

Findings

This analysis provides insight into best practices for inducing employees to select inclusive and non-toxic working environments.

Research limitations/implications

Owing to its original application of game-based inclusiveness, the limited cases and exploratory research approach should be considered as limits of the study.

Practical implications

The research illustrates the internal relevance of sustainability and diversity, creating best practices for bidimensional CSR by matching the offer of and demand for social-inclusive recruitment and employment.

Originality/value

In pursuit of Sustainable Development Goal No.10, regarding reduction of inequalities, games as an inclusive practice could be used to avoid toxic work environments and promote well-being in the workplace.

Details

Social Responsibility Journal, vol. 20 no. 9
Type: Research Article
ISSN: 1747-1117

Keywords

Article
Publication date: 9 July 2024

Coralie Portier-Charneau and Mylene Sanchiz

This paper aims to examine whether the instructional message used to introduce game-based learning (GBL), prior knowledge, flow and prior gaming experience have an impact on…

Abstract

Purpose

This paper aims to examine whether the instructional message used to introduce game-based learning (GBL), prior knowledge, flow and prior gaming experience have an impact on secondary students’ learning outcomes, perceived game utility and motivation to use the game.

Design/methodology/approach

Fifty-four 9th grades students enrolled in this quasi-experimental study. Both groups played the same game. The experimental group was told that they would be playing a game, whereas the control group was told that they would be doing an exercise. The game was designed to promote knowledge recall about familiar mathematical concepts. Prior knowledge was assessed. An immediate and a two-days delayed post-evaluated learning outcomes. Flow, prior gaming experience, perceived game utility and motivation to use the game were assessed with questionnaires after playing.

Findings

Introducing the GBL activity as a game increased immediate learning outcomes for low knowledgeable students, but these benefits did not extend to longer term. Indeed, when the GBL activity was presented as an exercise, low higher knowledgeable students obtained poorer longer-term learning outcomes than more knowledgeable ones, whereas no difference appeared when the GBL was introduced as an exercise. Prior gaming experience and the type of instructional message used to introduce a GBL activity positively influenced perceived game utility and motivation to use the game.

Originality/value

This study is the first to highlight that the way a GBL activity is framed affects differently low and higher knowledgeable students’ learning outcomes and influences perceived game utility and motivation to use the game.

Details

Information and Learning Sciences, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 17 July 2024

K.S. Nivedhitha, Gayathri Giri and Palvi Pasricha

Gamification has been constantly demonstrated as an effective mechanism for employee engagement. However, little is known about how gamification reduces cyberloafing and the…

Abstract

Purpose

Gamification has been constantly demonstrated as an effective mechanism for employee engagement. However, little is known about how gamification reduces cyberloafing and the mechanism by which it affects cyberloafing in the workplace. This study draws inspiration from self-determination and social bonding theories to explain how game dynamics, namely, personalised challenges, social interactivity and progression status, enhance tacit knowledge sharing behaviour, which, in turn, reduces cyberloafing. In addition, the study also examines the negative moderating effect of fear of failure on the positive relationship between game dynamics and tacit knowledge sharing.

Design/methodology/approach

Using a sample of 250 employees from information technology organisations, the study employed a 3-wave study to examine the conditional indirect effects.

Findings

The results ascertain that tacit knowledge sharing plays a central role in the relationship between gamification and cyberloafing. Further, game dynamics positively influenced tacit knowledge sharing, which in turn reduced cyberloafing. Especially, social interactivity and progression status greatly reduced cyberloafing behaviour when the fear of failure was low.

Originality/value

This study is one of the initial studies that suggest gamification as a progressive tool to reduce workplace cyberloafing behaviours. It utilises a problematisation approach to analyse and criticise the in-house assumptions regarding cyberloafing prevention measures. Further, the study proposes a conceptual model explaining the link between gamification and cyberloafing through alternate assumptions.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 5 August 2024

Bruno Correia da Silva, José Gilvan Rodrigues Maia and Windson Viana de Carvalho

In ubiquitous games, sensor data and the player’s dynamic profile personalize the experience, adapting scenarios and difficulty to the player’s context. However, manually creating…

Abstract

Purpose

In ubiquitous games, sensor data and the player’s dynamic profile personalize the experience, adapting scenarios and difficulty to the player’s context. However, manually creating custom virtual environments becomes impractical due to the scalability required in the real world, where gameplay depends on the player’s environment and various points of interest. Procedural content generation (PCG) naturally emerges as an automated solution. This study aims to review the state of the art among pervasive games that use procedural generation techniques.

Design/methodology/approach

The authors performed a systematic review of the literature on PCG techniques in ubiquitous games. The research methodology included initial database searches, forward snowballing and backward snowballing.

Findings

The authors selected 40 articles published from 2008 to 2022 after analyzing 1,017 PCG articles. Many of these paper use dynamic difficulty generation methods that affect game customization, balance and playability. The majority of titles are in the area of education and require rigorous evaluation. Some articles mention the use of PCG but provide limited details of algorithms or processes.

Research limitations/implications

The low presence of recent articles stands out, which can lead to two conclusions: poor use of indexing of articles in the area or low amount of research over these years. One of the search bases did not enter due to the number of keywords used.

Practical implications

The paper is a guide for researchers in the area of pervasive games who are interested in using PCG techniques in their games.

Originality/value

This approach revealed articles combining PCG and ubiquitous games, with no previous systematic reviews at this intersection.

Details

International Journal of Pervasive Computing and Communications, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1742-7371

Keywords

Article
Publication date: 20 January 2023

Ayodeji Emmanuel Oke, John Aliu, Patience Tunji-Olayeni and Timilehin Abayomi

This paper aims to identify and evaluate the challenges affecting the adoption of gamification practices in developing countries through the lens of the Nigerian construction…

Abstract

Purpose

This paper aims to identify and evaluate the challenges affecting the adoption of gamification practices in developing countries through the lens of the Nigerian construction industry.

Design/methodology/approach

A scoping literature review was conducted through which challenges to the adoption of gamification practices were identified, which helped in the formulation of a questionnaire survey. Data was obtained from construction professionals including architects, builders, engineers and quantity surveyors. Retrieved data were analyzed using several statistical tools such as percentages, frequencies, mean item scores (MIS) and exploratory factor analyses.

Findings

Based on the MIS ranking results, the top five significant challenges to the adoption of gamification were lack of capacity and expertise, lack of budgeting for innovation, lack of technical infrastructure, hesitation to adopt and limited internet connectivity. Through factor analysis, the challenges identified were categorized into five principal clusters, namely, organizational challenges, technical-related challenges, human-related challenges, data security challenges and economic challenges.

Practical implications

The identification and evaluation of the key challenges hindering the adoption of gamification practices would help construction organizations and stakeholders to understand the need to embrace and implement the concept into their activities, operations and processes to improve the engagement and motivation levels of employees.

Originality/value

To the best of the authors’ knowledge, this study is the first of its kind in the study area to identify and evaluate the challenges affecting the adoption of gamification practices using a structured quantitative approach.

Details

Construction Innovation , vol. 24 no. 4
Type: Research Article
ISSN: 1471-4175

Keywords

Open Access
Article
Publication date: 25 June 2024

Amir Haj-Bolouri, Jesse Katende and Matti Rossi

The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop…

Abstract

Purpose

The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience by addressing two research questions: RQ1. What characterizes a gamified immersive safety training experience with IVR technology? and RQ2. How does gamified immersive safety training with IVR technology impact the WPL experience?

Design/methodology/approach

The study adopted a mixed methods approach by combining a systematic literature review with a case study on an empirical project about immersive fire safety training for train operators that are used at the Swedish train operating company SJ. The case study included data from semistructured interviews, Web survey and observation studies. The data was analyzed in two stages combining inductive and deductive data analysis for identifying themes and categories.

Findings

The findings of the study are twofold: (1) themes that conceptualize the gamified immersive safety training experience based on outputs from both the literature review and the first round of data analysis; and (2) a framework with three overarching categories that are mapped with the identified themes, and which were deduced throughout the second round of data analysis.

Originality/value

The originality of the findings stresses the implications of how a body of knowledge that synthesizes gamification concepts with immersive safety training, can inform the design of WPL experiences that are facilitated with IVR technology. As such, the implications of the findings are targeted toward both the advancement of the IVR discourse in the WPL field, but also toward practical considerations for design of immersive learning experiences that enrich WPL practices and culture.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 10 September 2024

Weiquan Yang, Zhaolin Lu, Zengrui Li, Yalin Cui, Lijin Dai, Yupeng Li, Xiaorui Ma and Huaibo Zhu

The maturity of artificial intelligence technology and the emergence of AI-generated content (AIGC) tools have endowed college students with a human-AIGC tools collaboration…

Abstract

Purpose

The maturity of artificial intelligence technology and the emergence of AI-generated content (AIGC) tools have endowed college students with a human-AIGC tools collaboration learning mode. However, there is still a great controversy about its impact on learning effect. This paper is aimed at investigating the impact of the human-AIGC tools collaboration on the learning effect of college students.

Design/methodology/approach

In this paper, a hypothesized model was constructed to investigate the effects of dependence, usage purpose, trust level, frequency, and proficiency of using AIGC tools on the learning effect, respectively. This paper distributed questionnaires through random sampling. Then, the improved Analytic Hierarchy Process (AHP) was used to assign weights and normalize data. Lastly, one-way ANOVA and multiple linear regression analyses were used to measure and analyze variables, revealing the mechanism of influence.

Findings

The usage purpose, frequency, and proficiency of using AIGC tools have a significant positive effect on learning. Being clear about the usage purpose of AIGC tools and matching the specific study tasks will enhance the learning effect. College students should organically integrate AIGC tools into each learning process, which is conducive to building a learning flow applicable to oneself, improving efficiency, and then enhancing learning effects. The trust level in AIGC tools is significant, but positively and weakly correlated, indicating that college students need to screen the generated content based on their knowledge system framework and view it dialectically. The dependence on AIGC tools has a negative and significant effect on learning effect. College students are supposed to systematically combine self-reflection and the use of AIGC tools to avoid overdependence on them.

Research limitations/implications

Based on the findings, the learning suggestions for college students in human-machine collaboration in the AIGC era are proposed to provide ideas for the future information-based education system. For further research, scholars can expand on different groups, professions, and fields of study.

Originality/value

Previous studies have focused more on the impact of AIGC on the education system. This paper analyzed the impact of the various factors of using AIGC tools in the learning process on the learning effect from the perspective of college students.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

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