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Book part
Publication date: 16 November 2020

Norma I. Peña-Rivera and Enery López-Navarrete

Transportation planning has conventionally examined mobility from the standpoint of the efficiency of transportation systems, based on trips as units of analysis, overlooking the…

Abstract

Transportation planning has conventionally examined mobility from the standpoint of the efficiency of transportation systems, based on trips as units of analysis, overlooking the social needs of excluded groups, such as children. Understanding children’s geographies provides insight into one of the basic social needs of children, intrinsically related to mobility: play. Disadvantages in mobility, along with other social conditions further limit children’s autonomy in their neighbourhood. This chapter proposes the term playability as a concept that intertwines both needs. A case study of neighbourhood analyses the playability needs of children from their perspective and that of the community. Findings suggest that, in a walkable, built environment, issues from criminal activity directly influence children’s playability, even more than automobile presence. Furthermore, community perspective on playability, as mostly limited to structured play in designated spaces and time, separates mobility from play and thus limits opportunities for social inclusion. A change in both, acknowledging children’s need for play and mobility, and their reciprocity, and incorporating measures to improve it, may provide a different framework for transportation and urban planning at the local level, one that seeks greater social inclusion of children.

Details

Urban Mobility and Social Equity in Latin America: Evidence, Concepts, Methods
Type: Book
ISBN: 978-1-78769-009-7

Keywords

Article
Publication date: 28 January 2021

Timmy H. Tseng, Sara H. Hsieh and Crystal T. Lee

Companies understand the potential to use gamification marketing to facilitate a better connection. However, most endeavours in gamification fail. This study aims to identify the…

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Abstract

Purpose

Companies understand the potential to use gamification marketing to facilitate a better connection. However, most endeavours in gamification fail. This study aims to identify the design factors that drive the marketing effectiveness of branded applications (apps) with gamification features.

Design/methodology/approach

This study investigates branded apps covering various industries such as hospitality, retail and financial services. A total of 296 respondents were recruited from an online questionnaire platform.

Findings

The results show that playability, design aesthetics, goal clarity, incentive provision and symbolic benefits were drivers of consumer–brand engagement, which in turn generated purchase intention, app continuance intention and brand loyalty.

Originality/value

Based on the elemental tetrad model, this study specified relevant factors identified in the literature to represent the technology, aesthetic, mechanical and story elements. The authors contribute to the literature by identifying design factors as drivers of consumer–brand engagement in the branded app context.

Details

Marketing Intelligence & Planning, vol. 39 no. 5
Type: Research Article
ISSN: 0263-4503

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Article
Publication date: 4 December 2017

David David, Albertus Agung and Yudy Tirana

The purpose of this paper is to develop and evaluate a procedural dungeon generation application that created a variant dungeon floor. Procedural dungeon generation makes it easy…

492

Abstract

Purpose

The purpose of this paper is to develop and evaluate a procedural dungeon generation application that created a variant dungeon floor. Procedural dungeon generation makes it easy for a designer to design a level. The result shows that the algorithm can create a variant dungeon based on the parameter on the game. This game also has a high re-playability, thanks to the generation process.

Design/methodology/approach

Research methods include methods of data collection, design and implementation. Data collection was done through research literature, questionnaires and analyzing some similar applications. Designing game application using game design document and implementation was the done using the waterfall model and the unity game engine.

Findings

Procedural dungeon generation is important when designing the game. If done correctly, it will reduce the designer’s time to design the map especially in dungeon, where in the dungeon, there are many floors and each floor must be designed differently based on the difficulty level of the game. The application uses the combined algorithm to create a variant dungeon, where each algorithm has its own advantages that the designer can use to design the variety of the dungeon. It also opens more algorithms to be used when creating the dungeon.

Originality/value

This paper uses the combined algorithm for procedural dungeon generation, and the result shows that a player has high re-playability to the game.

Details

Library Hi Tech News, vol. 34 no. 10
Type: Research Article
ISSN: 0741-9058

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Article
Publication date: 7 September 2012

M.D.J. McNeill, D.K. Charles, J.W. Burke, J.H. Crosbie and S.M. McDonough

Computer‐based systems for motor function rehabilitation have been around for more than a decade, with work done to help recovery of function in the lower limb (ankle, leg) as…

833

Abstract

Purpose

Computer‐based systems for motor function rehabilitation have been around for more than a decade, with work done to help recovery of function in the lower limb (ankle, leg) as well as upper limb (hand and arm).

Design/methodology/approach

More recently there has been a trend towards the use of game‐based systems to deliver rehabilitation goals. The authors' interdisciplinary group has been working in the area of motor function recovery of the hand and arm (following stroke) for a number of years, using both high‐end virtual reality (VR) technology as well as low‐cost video capture technology.

Findings

Over this time it has become clear that there are many challenges in designing usable, effective game‐based systems for motor function rehabilitation.

Originality/value

This paper reflects on user experiences across the range of technologies developed by the group. It presents a summary review of the authors' systems and details the protocols and user evaluation instruments used. It then critically reflects on this work and reviews other recent advances in game usability and playability, leading to suggestions for how the user experience of games for rehabilitation may be improved in future work.

Details

Journal of Assistive Technologies, vol. 6 no. 3
Type: Research Article
ISSN: 1754-9450

Keywords

Article
Publication date: 11 November 2019

Benjamin M. DeVane, Jeremy Dietmeier, Kristen Missall, Salloni Nanda, Michala Cox, Ben J. Miller, Ethan Valentine and Deb M. Dunkhase

This paper aims to present an iterative approach to creating a collaborative design-and-play skatepark videogame for a children’s museum physics exhibit. Intended for children of…

Abstract

Purpose

This paper aims to present an iterative approach to creating a collaborative design-and-play skatepark videogame for a children’s museum physics exhibit. Intended for children of 5-8 years old and accompanying adults, this interactive tabletop game encourages players to build a skatepark and then skate through it with a skater character. This case study describes the authors’ design perspective shift to make the game’s possibilities for tinkering more “perceptible.”

Design/methodology/approach

This paper presents a case-based design narrative that draws on the project’s iterative playability testing with parent–child dyads and reflections from the design team’s endeavors. This analysis draws on methodological elements adapted from agile game development processes and educational design-based research.

Findings

The initial game prototype inhibited the collaborative tinkering of parent–child dyads because it used interface abstractions such as menus, did not orient to the task of tinkering with skatepark design and did not help players understand why their skatepark designs failed. Subsequent game versions adopted blocks as a metaphor for interaction, gave players explicit design goals and models and provided players with more explicit feedback about their skater’s motion.

Originality/value

Museum games that provide tinkering experiences for children are an emerging medium. Central concerns for those designing such games are presenting multiple modes of play for different players and contexts and clearly and quickly communicating the possible activities and interactions. The design approach in this study offers players the opportunity to – at both short and long timescales – take up game-directed challenges or explore the skatepark physics through self-generated goals.

Article
Publication date: 5 September 2018

Judy Ma, Dongling Huang, Dmitri G. Markovitch and Brian Ratchford

This paper aims to investigate the moderating impacts of seasonality on the effectiveness of new product commercialization strategies in short-lifecycle markets. The authors…

Abstract

Purpose

This paper aims to investigate the moderating impacts of seasonality on the effectiveness of new product commercialization strategies in short-lifecycle markets. The authors contextualize their theory in the vast and culturally significant entertainment industry sector and contrast the effects between independent films and big budget movies.

Design/methodology/approach

This study uses an econometric modeling approach.

Findings

This study finds that unlike new films by well-resourced studios, which must launch in a high season for best performance, independents can generate more revenue in low seasons under certain conditions. The study shows how seasonality moderates the effectiveness of new films’ commercialization strategies and how new product outcomes are different for small independent products than for big-budget productions with regards to distribution duration, advertising expenditure and product characteristics.

Research limitations/implications

This research extends the literature on launch timing, which examines various strategic tradeoffs. In contrast with the few extant studies whose concern is sensitizing to the effects of seasonality (Siqueiraet al., 2016), this research treats seasonality as an exploitable opportunity that can be strategically factored into business planning for small producers. Accordingly, this is the first study to theoretically and empirically investigate the moderating relationship between seasonality, marketing decisions, product characteristics and performance.

Practical implications

To achieve useful specificity, the study constructs its discussion around the highly seasonal entertainment industry sector. The study shows that seasonality moderates the effectiveness of new films’ commercialization decisions and that the strategic outcomes are different for small independent products than for major studio productions in particular.

Originality/value

In contrast with extant research whose concern is sensitizing to the effects of seasonality, our research treats seasonality as an exploitable opportunity that can be strategically factored into business planning. Accordingly, ours is the first study to theoretically and empirically investigate the moderating relationship between seasonality, marketing decisions, product characteristics and performance.

Details

European Journal of Marketing, vol. 52 no. 9/10
Type: Research Article
ISSN: 0309-0566

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Article
Publication date: 1 December 2004

Michael P. Evans and Andrew Walker

The Web's link structure (termed the Web Graph) is a richly connected set of Web pages. Current applications use this graph for indexing and information retrieval purposes. In…

Abstract

The Web's link structure (termed the Web Graph) is a richly connected set of Web pages. Current applications use this graph for indexing and information retrieval purposes. In contrast the relationship between Web Graph and application is reversed by letting the structure of the Web Graph influence the behaviour of an application. Presents a novel Web crawling agent, AlienBot, the output of which is orthogonally coupled to the enemy generation strategy of a computer game. The Web Graph guides AlienBot, causing it to generate a stochastic process. Shows the effectiveness of such unorthodox coupling to both the playability of the game and the heuristics of the Web crawler. In addition, presents the results of the sample of Web pages collected by the crawling process. In particular, shows: how AlienBot was able to identify the power law inherent in the link structure of the Web; that 61.74 per cent of Web pages use some form of scripting technology; that the size of the Web can be estimated at just over 5.2 billion pages; and that less than 7 per cent of Web pages fully comply with some variant of (X)HTML.

Details

Internet Research, vol. 14 no. 5
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 1 October 2005

Yuan Gao

This paper aims to provide a theoretical overview of the factors influencing user trust in online games. It offers a set of guidelines that help online game marketers to better…

4091

Abstract

Purpose

This paper aims to provide a theoretical overview of the factors influencing user trust in online games. It offers a set of guidelines that help online game marketers to better understand how users form their trust in online games, and fully reap the benefits of this new medium.

Design/methodology/approach

This paper reviews literature from the perspectives of considering an online game player as both a consumer of web‐based entertainment and a computer user. It explores factors related to the web environment as well as those of the games themselves. In particular, it examines a user's perceptions about the company, the online gaming site, and an individual game.

Findings

A number of factors influencing user trust in online games are largely within the control of the company sponsoring the sites or marketing the games. Based on the analysis of these factors, this paper provides a set of guidelines that would help marketers win user trust in their online gaming products or services.

Practical implications

Firms promoting online games can take guidance in how to build user trust through paying attention to building brand recognition, enhancing usability and appeal, as well as providing security assurance both at the web sites and within the individual games.

Originality/value

This paper is based on current research in consumer trust, both offline and online, and represents an original attempt at analyzing theoretically the factors influencing user trust in online games. It provides a framework for empirical testing of the propositions outlined in the paper.

Details

The Electronic Library, vol. 23 no. 5
Type: Research Article
ISSN: 0264-0473

Keywords

Content available
Book part
Publication date: 16 November 2020

Abstract

Details

Urban Mobility and Social Equity in Latin America: Evidence, Concepts, Methods
Type: Book
ISBN: 978-1-78769-009-7

Article
Publication date: 24 May 2013

Daragh O'Reilly and Finola Kerrigan

This paper aims to contribute to the development of a film brand theory and in doing so, illustrate the utility of a socio‐cultural approach to branding. The purpose is to develop…

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Abstract

Purpose

This paper aims to contribute to the development of a film brand theory and in doing so, illustrate the utility of a socio‐cultural approach to branding. The purpose is to develop the conceptual framework within which the film brandscape may be considered. An illustrative case study of the James Bond franchise is provided so that the potential application of the framework can be clearly understood.

Design/methodology/approach

The paper approaches the topic from a socio‐cultural perspective in order to take particular account of the symbolic nature of film offerings. It combines insights from contemporary production and consumption practices in the film industry with theoretical perspectives from marketing, branding, consumer, cultural and film studies. Although a conceptual paper, it incorporates an illustrative case, the James Bond franchise, in order to support the proposed brandscape.

Findings

Films are marked with signs of ownership and may carry other cues which function as risk‐reducing shorthand devices. Consumers look to brand characteristics as communicated through brand cues. Particular brandscapes can be viewed as loosely bounded sites within which meaning is derived from making sense of the various, interrelated brands within this brandscape. Such meaning is dependent on cultural cues which evolve over time.

Research limitations/implications

This paper presents a theory of film branding which is primarily applicable to mainstream commercial films. The implications for marketing and branding scholars are highlighting the need to view brands within their wider brandscapes in order to understand how consumers understand brands in relation to one another. There is also a need to move beyond dominant relational modes of thinking about brands and consumers to consider the temporal nature of brand meanings.

Practical implications

The paper offers a theoretical approach enabling scholars in a range of disciplines to engage in cross‐disciplinary dialogue about film brands, thus facilitating debate and opening up new lines of research inquiry. The case study included is merely illustrative and further empirical studies are needed to test and develop the brandscape.

Originality/value

The paper develops the cultural approach to branding through introducing the idea of the granularity of the brandscape: particular brandscapes can be viewed as loosely bounded sites within which meaning is derived from making sense of the various, interrelated brands within this brandscape. Such meaning is dependent on cultural cues which evolve over time. Managerial decision making can be understood through considering the various cast and crew decisions, genre and positioning. Through understanding the granularity of the brandscape, marketing and branding practitioners can have a greater understanding of consumer sensemaking which can be used in strategic decision making.

Details

European Journal of Marketing, vol. 47 no. 5/6
Type: Research Article
ISSN: 0309-0566

Keywords

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