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Garrett EP, Drummond A, Lowe-Calverley E, de Salas K, Lewis I, Sauer JD. Impulsivity and loot box engagement. TELEMATICS AND INFORMATICS 2023. [DOI: 10.1016/j.tele.2023.101952] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/18/2023]
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2
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Evaluating a Dental Public-Health Game across Two Learning Contexts. EDUCATION SCIENCES 2022. [DOI: 10.3390/educsci12080517] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Serious games have been shown to be effective learning tools in various disciplines, including dental education. Serious-game learning environments allow learners to improve knowledge and skills. GRAPHIC (Games Research Applied to Public Health with Innovative Collaboration), a serious game for dental public health, was designed to simulate a town, enabling students to apply theoretical knowledge to a specific population by selecting health promotion initiatives to improve the oral health of the town population. This study employed a literature-based evaluation framework and a sequential explanatory mixed-methods research design to evaluate the use of GRAPHIC among final-year dental undergraduates across two learning contexts: King’s College London in the United Kingdom and Mahidol University in Thailand. Two hundred and sixty-one students completed all designated tasks, and twelve participated in semi-structured interviews. The findings demonstrated knowledge improvement after game completion based on pre- and post-knowledge assessments, and the students’ perceptions of the game as an interactive and motivational learning experience. The evaluation identified five serious-game dimensions and clear alignment between these dimensions, demonstrating the impact of serious games in dental public health and, more widely, in healthcare education.
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Yuceturk NE, Demir S, Ozdemir Z, Bejan I, Dresevic N, Katanic M, Dillenbourg P, Soysal A, Ozgur AG. Predictive Analysis of Errors During Robot-Mediated Gamified Training. IEEE Int Conf Rehabil Robot 2022; 2022:1-6. [PMID: 36176135 DOI: 10.1109/icorr55369.2022.9896589] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/16/2023]
Abstract
This paper presents our approach to predicting future error-related events in a robot-mediated gamified physical training activity for stroke patients. The ability to predict future error under such conditions suggests the existence of distinguishable features and separated class characteristics between the casual gameplay state and error prune state in the data. Identifying such features provides valuable insight to creating individually tailored, adaptive games as well as possible ways to increase rehabilitation success by patients. Considering the time-series nature of sensory data created by motor actions of patients we employed a predictive analysis strategy on carefully engineered features of sequenced data. We split the data into fixed time windows and explored logistic regression models, decision trees, and recurrent neural networks to predict the likelihood of a patient making an error based on the features from the time window before the error. We achieved an 84.4% F1-score with a 0.76 ROC value in our best model for predicting motion accuracy related errors. Moreover, we computed the permutation importance of the features to explain which ones are more indicative of future errors.
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Whittaker L, Mulcahy R, Russell-Bennett R. ‘Go with the flow’ for gamification and sustainability marketing. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2021. [DOI: 10.1016/j.ijinfomgt.2020.102305] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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Innes RJ, Howard ZL, Thorpe A, Eidels A, Brown SD. The Effects of Increased Visual Information on Cognitive Workload in a Helicopter Simulator. HUMAN FACTORS 2021; 63:788-803. [PMID: 32783536 DOI: 10.1177/0018720820945409] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
OBJECTIVE To test the effects of enhanced display information ("symbology") on cognitive workload in a simulated helicopter environment, using the detection response task (DRT). BACKGROUND Workload in highly demanding environments can be influenced by the amount of information given to the operator and consequently it is important to limit potential overload. METHODS Participants (highly trained military pilots) completed simulated helicopter flights, which varied in visual conditions and the amount of information given. During these flights, participants also completed a DRT as a measure of cognitive workload. RESULTS With more visual information available, pilots' landing accuracy was improved across environmental conditions. The DRT is sensitive to changes in cognitive workload, with workload differences shown between environmental conditions. Increasing symbology appeared to have a minor effect on workload, with an interaction effect of symbology and environmental condition showing that symbology appeared to moderate workload. CONCLUSION The DRT is a useful workload measure in simulated helicopter settings. The level of symbology-moderated pilot workload. The increased level of symbology appeared to assist pilots' flight behavior and landing ability. Results indicate that increased symbology has benefits in more difficult scenarios. APPLICATIONS The DRT is an easily implemented and effective measure of cognitive workload in a variety of settings. In the current experiment, the DRT captures the increased workload induced by varying the environmental conditions, and provides evidence for the use of increased symbology to assist pilots.
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Affiliation(s)
- Reilly J Innes
- 98493 University of Newcastle, Callaghan, NSW, Australia
| | - Zachary L Howard
- 98493 University of Newcastle, Callaghan, NSW, Australia
- 517027 University of Western Australia, Perth, Western Australia, Australia
| | | | - Ami Eidels
- 98493 University of Newcastle, Callaghan, NSW, Australia
| | - Scott D Brown
- 98493 University of Newcastle, Callaghan, NSW, Australia
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Lanzotti A, Vanacore A, Tarallo A, Nathan-Roberts D, Coccorese D, Minopoli V, Carbone F, d'Angelo R, Grasso C, Di Gironimo G, Papa S. Interactive tools for safety 4.0: virtual ergonomics and serious games in real working contexts. ERGONOMICS 2020; 63:324-333. [PMID: 31648616 DOI: 10.1080/00140139.2019.1683603] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/08/2018] [Accepted: 10/17/2019] [Indexed: 06/10/2023]
Abstract
This paper presents an innovative safety training method based on digital ergonomics simulations and serious games, which are games that focus on education. Digital ergonomics is intended to disseminate the culture of safety among workers, while serious games are used to train the operators on specific safety procedures and verify their skills. The results of the experimentation in a real industrial environment showed that, compared to the traditional training methodology, multimedia contents and quantitative ergonomic analyses improve the level of attention and the awareness of the workers about their own safety. However, serious games turned out to be promising training tools with regard to standard operating procedures that are usually difficult or dangerous to simulate in a real working scenario without stopping production. Practitioner summary: Digital ergonomics and serious games are used to disseminate the culture of safety among the workers and for safety training. Our results show that the proposed methodology improves the level of attention and provides a better feedback about the actual skills of the workers than the standard educational strategies. Abbreviations.
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Affiliation(s)
- Antonio Lanzotti
- Fraunhofer Joint Lab IDEAS, DII - University of Naples Federico II, Naples, Italy
| | - Amalia Vanacore
- Fraunhofer Joint Lab IDEAS, DII - University of Naples Federico II, Naples, Italy
| | - Andrea Tarallo
- Fraunhofer Joint Lab IDEAS, DII - University of Naples Federico II, Naples, Italy
| | - Dan Nathan-Roberts
- Department of Industrial and Systems Engineering, San José State University, San Jose, CA, USA
| | | | - Valerio Minopoli
- Fraunhofer Joint Lab IDEAS, DII - University of Naples Federico II, Naples, Italy
| | - Francesco Carbone
- Fraunhofer Joint Lab IDEAS, DII - University of Naples Federico II, Naples, Italy
| | | | | | - Giuseppe Di Gironimo
- Fraunhofer Joint Lab IDEAS, DII - University of Naples Federico II, Naples, Italy
| | - Stefano Papa
- Fraunhofer Joint Lab IDEAS, DII - University of Naples Federico II, Naples, Italy
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Poy R, García M. Wizards, elves and orcs going to high school: How role-playing video games can improve academic performance through visual learning techniques. EDUCATION FOR INFORMATION 2019. [DOI: 10.3233/efi-190285] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
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8
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Hou Y, Lu L, Lee P, Chang I. Positive Impacts of Electronic hand‐off systems designs on Nurses’ communication effectiveness. J Nurs Manag 2019; 27:1055-1063. [DOI: 10.1111/jonm.12774] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/28/2018] [Revised: 02/18/2019] [Accepted: 03/31/2019] [Indexed: 11/28/2022]
Affiliation(s)
- Ying‐Hui Hou
- Department of Health Industry Management Kainan University Taoyuan Taiwan
| | - Li‐Jung Lu
- Department of Nursing Yuan’s General Hospital Kaohsiung Taiwan
- Department of Information Management National Chung Cheng University Chia‐Yi Taiwan
| | - Pei‐Hsuan Lee
- Department of Community Health Ditmanson Medical Foundation Chia‐Yi Christian Hospital Chia‐Yi Taiwan
| | - I‐Chiu Chang
- Department of Information Management National Chung Cheng University Chia‐Yi Taiwan
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Abstract
The development of a relevant model for measuring user enjoyment of video game play has received a great deal of attention in game-based and flow-based literature. EGameFlow, a self-report scale instrument created from the original game enjoyment framework proposed by Sweetser and Wyeth, provides a necessary and potentially useful tool for game enjoyment researchers. However, the scale itself is quite new. The utility of EGameFlow cannot be determined until its rigorousness has been verified. The purpose of this study was to test the validity, reliability, and applicability of EGameFlow for measuring players’ experiences in video game play. A total of 167 participants played an interactive video game and then evaluated their game playing experiences via the refined 27-item EGameFlow scale, which included the following seven dimensions: concentration, goal clarity, feedback, challenge, autonomy, immersion, and social interaction. Confirmatory factor analysis, reliability testing, and discriminant validity checks were administered. Empirical results indicated that the refined scale was both valid and reliable. Implications of these findings and direction for future research were also discussed.
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Affiliation(s)
| | - Wu Wann-Yih
- National Cheng Kung University, Tainan, Taiwan
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10
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Katahira K, Yamazaki Y, Yamaoka C, Ozaki H, Nakagawa S, Nagata N. EEG Correlates of the Flow State: A Combination of Increased Frontal Theta and Moderate Frontocentral Alpha Rhythm in the Mental Arithmetic Task. Front Psychol 2018; 9:300. [PMID: 29593605 PMCID: PMC5855042 DOI: 10.3389/fpsyg.2018.00300] [Citation(s) in RCA: 53] [Impact Index Per Article: 8.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/13/2017] [Accepted: 02/22/2018] [Indexed: 11/16/2022] Open
Abstract
Flow experience is a subjective state experienced during holistic involvement in a certain activity, which has been reported to function as a factor promoting motivation, skill development, and better performance in the activity. To verify the positive effects of flow and develop a method to utilize it, the establishment of a reliable measurement of the flow state is essential. The present study utilized an electroencephalogram (EEG) during an experimentally evoked flow state and examined the possibility of objective measurement of immediate flow. A total of 16 participants (10 males, 6 females) participated in the experiment that employed a mental arithmetic task developed in a previous study. Post-trial self-report of the flow state and EEG during task execution were measured and compared among three conditions (Boredom, Flow, and Overload) that had different levels of task difficulty. Furthermore, the correlations between subjective flow items and EEG activity were examined. As expected, the ratings on the subjective evaluation items representing the flow state were the highest in the Flow condition. Regarding the EEG data, theta activities in the frontal areas were higher in the Flow and the Overload conditions than in the Boredom condition, and alpha activity in the frontal areas and the right central area gradually increased depending on the task difficulty. These EEG activities correlated with self-reported flow experience, especially items related to the concentration on the task and task difficulty. From the results, the flow state was characterized by increased theta activities in the frontal areas and moderate alpha activities in the frontal and central areas. The former may be related to a high level of cognitive control and immersion in task, and the latter suggests that the load on the working memory was not excessive. The findings of this study suggest the possibility of distinguishing the flow state from other states using multiple EEG activities and indicate the need for other physiological indicators corresponding to the other aspects of flow experience.
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Affiliation(s)
- Kenji Katahira
- School of Science and Technology, Kwansei Gakuin University, Sanda, Japan.,Research Center for Kansei Value Creation, Kwansei Gakuin University, Sanda, Japan
| | - Yoichi Yamazaki
- School of Science and Technology, Kwansei Gakuin University, Sanda, Japan.,Research Center for Kansei Value Creation, Kwansei Gakuin University, Sanda, Japan
| | - Chiaki Yamaoka
- School of Science and Technology, Kwansei Gakuin University, Sanda, Japan
| | - Hiroaki Ozaki
- School of Science and Technology, Kwansei Gakuin University, Sanda, Japan
| | - Sayaka Nakagawa
- School of Science and Technology, Kwansei Gakuin University, Sanda, Japan
| | - Noriko Nagata
- School of Science and Technology, Kwansei Gakuin University, Sanda, Japan.,Research Center for Kansei Value Creation, Kwansei Gakuin University, Sanda, Japan
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Tarafdar M, Cooper CL, Stich J. The technostress trifecta ‐ techno eustress, techno distress and design: Theoretical directions and an agenda for research. INFORMATION SYSTEMS JOURNAL 2017. [DOI: 10.1111/isj.12169] [Citation(s) in RCA: 180] [Impact Index Per Article: 25.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/01/2022]
Affiliation(s)
| | - Cary L. Cooper
- Alliance Manchester Business School, University of Manchester Manchester UK
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12
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Fjællingsdal KS, Klöckner CA. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment. Front Psychol 2017; 8:1085. [PMID: 28701988 PMCID: PMC5487442 DOI: 10.3389/fpsyg.2017.01085] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/03/2017] [Accepted: 06/12/2017] [Indexed: 11/13/2022] Open
Abstract
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.
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Affiliation(s)
| | - Christian A Klöckner
- Department of Psychology, Norwegian University of Science and TechnologyTrondheim, Norway
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13
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Allmendinger R, Ehrgott M, Gandibleux X, Geiger MJ, Klamroth K, Luque M. Navigation in multiobjective optimization methods. JOURNAL OF MULTI-CRITERIA DECISION ANALYSIS 2016. [DOI: 10.1002/mcda.1599] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
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14
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van der Hoorn B. Playing projects: Identifying flow in the ‘lived experience’. INTERNATIONAL JOURNAL OF PROJECT MANAGEMENT 2015. [DOI: 10.1016/j.ijproman.2015.01.009] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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15
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Caroux L, Isbister K, Le Bigot L, Vibert N. Player–video game interaction: A systematic review of current concepts. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2015.01.066] [Citation(s) in RCA: 53] [Impact Index Per Article: 5.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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Raffe WL, Zambetta F, Li X, Stanley KO. Integrated Approach to Personalized Procedural Map Generation Using Evolutionary Algorithms. IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES 2015. [DOI: 10.1109/tciaig.2014.2341665] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
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17
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김안식, Young Sam Oh. Evaluation of Functionality and Added Value Factors to the Usage of Mobile Telecommunication Services. JOURNAL OF DISTRIBUTION SCIENCE 2014. [DOI: 10.15722/jds.12.9.201409.65] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/02/2022] Open
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18
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Straker L, Abbott R, Collins R, Campbell A. Evidence-based guidelines for wise use of electronic games by children. ERGONOMICS 2014; 57:471-489. [PMID: 24665962 DOI: 10.1080/00140139.2014.895856] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/03/2023]
Abstract
Electronic games (e-games) are widely used by children, often for substantial durations, yet to date there are no evidence-based guidelines regarding their use. The aim of this paper is to present guidelines for the wise use of e-games by children based on a narrative review of the research. This paper proposes a model of factors that influence child-e-games interaction. It summarises the evidence on positive and negative effects of use of e-games on physical activity and sedentary behaviour, cardio-metabolic health, musculoskeletal health, motor coordination, vision, cognitive development and psychosocial health. Available guidelines and the role of guidelines are discussed. Finally, this information is compiled into a clear set of evidence-based guidelines, about wise use of e-games by children, targeting children, parents, professionals and the e-game industry. These guidelines provide an accessible synthesis of available knowledge and pragmatic guidelines based on e-game specific evidence and related research.
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Affiliation(s)
- Leon Straker
- a School of Physiotherapy , Curtin University , Perth , Australia
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19
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Nandhakumar J, Panourgias NS, Scarbrough H. From Knowing It to “Getting It”: Envisioning Practices in Computer Games Development. INFORMATION SYSTEMS RESEARCH 2013. [DOI: 10.1287/isre.2013.0482] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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20
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Young Sam Oh. Study on the Effect of the Usability and Usefulness of Mobile Application Programs on Buying Intention. JOURNAL OF DISTRIBUTION SCIENCE 2013. [DOI: 10.15722/jds.11.11.201311.41] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/02/2022] Open
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Caroux L, Le Bigot L, Vibert N. Impact of the motion and visual complexity of the background on players' performance in video game-like displays. ERGONOMICS 2013; 56:1863-1876. [PMID: 24168472 DOI: 10.1080/00140139.2013.847214] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/02/2023]
Abstract
The visual interfaces of virtual environments such as video games often show scenes where objects are superimposed on a moving background. Three experiments were designed to better understand the impact of the complexity and/or overall motion of two types of visual backgrounds often used in video games on the detection and use of superimposed, stationary items. The impact of background complexity and motion was assessed during two typical video game tasks: a relatively complex visual search task and a classic, less demanding shooting task. Background motion impaired participants' performance only when they performed the shooting game task, and only when the simplest of the two backgrounds was used. In contrast, and independently of background motion, performance on both tasks was impaired when the complexity of the background increased. Eye movement recordings demonstrated that most of the findings reflected the impact of low-level features of the two backgrounds on gaze control.
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Affiliation(s)
- Loïc Caroux
- a Centre de Recherches sur la Cognition et l'Apprentissage , UMR 7295 - University of Poitiers/University of Tours/CNRS , Poitiers , France
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Knight JF. Acceptability of Video Games Technology for Medical Emergency Training. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2013. [DOI: 10.4018/ijgcms.2013100105] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Using the technology acceptance model (TAM), this study aimed to investigate the acceptability of video game technologies (serious games) for medical emergency procedure and decision making training. Using the Triage Trainer, a prototype serious game for the triage sieve process, differences between gamers and non-gamers, males and females, and the effects of ratings of computer self efficacy (i.e. computer skill and gaming skill) and attitudes towards computers (i.e. enthusiasm and anxiety) on the acceptance model were also investigated. The results show significant correlations for computer self-efficacy and attitude variables with the perceived ease of use (PEOU), perceived usefulness (PU) and attitudes towards use (ATU) of the game. Multiple regression showed that 52% of the variance in ATU was explained by the PU and PEOU. However, none of the secondary variables (self efficacy or emotions) had a significant effect on the ATU, PU and PEOU over and above each other.
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Affiliation(s)
- James F. Knight
- School of Electronic, Electrical & Computer Engineering, University of Birmingham, Birmingham, UK
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“Who vs. Whom AND Where Should We Go Through?”: A reflection towards clarifying the effect of media and entertainment on children’s development for future research. COMPUTERS IN HUMAN BEHAVIOR 2012. [DOI: 10.1016/j.chb.2012.01.019] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
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25
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Reward system and temporal pole contributions to affective evaluation during a first person shooter video game. BMC Neurosci 2011; 12:66. [PMID: 21749711 PMCID: PMC3146896 DOI: 10.1186/1471-2202-12-66] [Citation(s) in RCA: 46] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2011] [Accepted: 07/12/2011] [Indexed: 11/18/2022] Open
Abstract
Background Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Results Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). Conclusions The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood.
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26
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Hernandez MD. A Model of Flow Experience as Determinant of Positive Attitudes Toward Online Advergames. ACTA ACUST UNITED AC 2011. [DOI: 10.1080/10496491.2011.596761] [Citation(s) in RCA: 26] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
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Klasen M, Weber R, Kircher TTJ, Mathiak KA, Mathiak K. Neural contributions to flow experience during video game playing. Soc Cogn Affect Neurosci 2011; 7:485-95. [PMID: 21596764 DOI: 10.1093/scan/nsr021] [Citation(s) in RCA: 79] [Impact Index Per Article: 6.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/14/2022] Open
Abstract
Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.
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Affiliation(s)
- Martin Klasen
- Department for Psychiatry and Psychotherapy, RWTH Aachen University, Pauwelsstrasse 30, 52074 Aachen, Germany.
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Goh DHL, Ang RP, Lee CS, Chua AY. Fight or unite: Investigating game genres for image tagging. ACTA ACUST UNITED AC 2011. [DOI: 10.1002/asi.21478] [Citation(s) in RCA: 31] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
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Knight JF, Carley S, Tregunna B, Jarvis S, Smithies R, de Freitas S, Dunwell I, Mackway-Jones K. Serious gaming technology in major incident triage training: A pragmatic controlled trial. Resuscitation 2010; 81:1175-9. [DOI: 10.1016/j.resuscitation.2010.03.042] [Citation(s) in RCA: 141] [Impact Index Per Article: 10.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/08/2009] [Revised: 03/07/2010] [Accepted: 03/22/2010] [Indexed: 11/25/2022]
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30
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Hsu CL. Exploring the Player Flow Experience in E-Game Playing. INTERNATIONAL JOURNAL OF TECHNOLOGY AND HUMAN INTERACTION 2010. [DOI: 10.4018/jthi.2010040104] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Flow theory has been widely applied in the context of information technology and is useful in understanding users’ behavior; however, few studies empirically examine what factors influence players’ flow, and what the facets and consequences of flow are in the context of electronic games (e-games). In this study, the author reviews previous flow-related literature to develop the proposed model to explore these research questions. The proposed model is empirically evaluated using survey data collected from 277 users responding about their perception of e-game. Results of this empirical study show that perceived ease of use, immediate feedback, skill and challenge are antecedents of flow, while enjoyment is the most salient facet of flow. The results provide further insights into e-game design and development.
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Stacey P, Nandhakumar J. A temporal perspective of the computer game development process. INFORMATION SYSTEMS JOURNAL 2009. [DOI: 10.1111/j.1365-2575.2007.00273.x] [Citation(s) in RCA: 26] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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Abstract
Very little is known about computer gamers' playing experience. Most social scientific research has treated gaming as an undifferentiated activity associated with various factors outside the gaming context. This article considers computer games as behavior settings worthy of social scientific investigation in their own right and contributes to a better understanding of computer gaming as a complex, context-dependent, goal-directed activity. The results of an exploratory interview-based study of computer gaming within the "first-person shooter" (FPS) game genre are reported. FPS gaming is a fast-paced form of goal-directed activity that takes place in complex, dynamic behavioral environments where players must quickly make sense of changes in their immediate situation and respond with appropriate actions. Gamers' perceptions and evaluations of various aspects of the FPS gaming situation are documented, including positive and negative aspects of game interfaces, map environments, weapons, computer-generated game characters (bots), multiplayer gaming on local area networks (LANs) or the internet, and single player gaming. The results provide insights into the structure of gamers' mental models of the FPS genre by identifying salient categories of their FPS gaming experience. It is proposed that aspects of FPS games most salient to gamers were those perceived to be most behaviorally relevant to goal attainment, and that the evaluation of various situational stimuli depended on the extent to which they were perceived either to support or to hinder goal attainment. Implications for the design of FPS games that players experience as challenging, interesting, and fun are discussed.
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Guo S, Grindle GG, Authier EL, Cooper RA, Fitzgerald SG, Kelleher A, Cooper R. Development and qualitative assessment of the GAME(Cycle) exercise system. IEEE Trans Neural Syst Rehabil Eng 2006; 14:83-90. [PMID: 16562635 DOI: 10.1109/tnsre.2006.870493] [Citation(s) in RCA: 17] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
Increased physical activity is important for reducing the risk of cardiovascular disease. However, among people with disabilities, inactivity is prevalent. In order to encourage exercise among members of this group, an exercise system combining arm ergometry with video gaming, called the GAME(Cycle) was previously developed. User input was received through an arm crank ergometer on a swivel, with the angular velocity of the ergometer resistance wheel controlling one axis and rotation of ergometer about the swivel controlling the other. The purpose of this study was to detail the algorithms used in this device and present novel features included in a second generation of the GAME(Cycle). The features include a wheel on base, a steering return mechanism, and wireless fire buttons. A focus group of clinicians (n = 8), wheelchair users (n = 8), and clinician wheelchair users (n = 2) was conducted to evaluate the features of the GAME(Cycle). The focus group suggested improvements to the steering mechanism and to reduce vibration in the system. However, the focus group enjoyed the GAME(Cycle) and felt that it would encourage exercise among persons with disabilities.
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Affiliation(s)
- Songfeng Guo
- Department of Rehabilitation Science & Technology, University of Pittsburgh, Pittsburgh, PA 15261, USA.
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Abstract
Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuristics into a validated model that can be used to design, evaluate, and understand enjoyment in games. We have drawn together the various heuristics into a concise model of enjoyment in games that is structured by flow. Flow, a widely accepted model of enjoyment, includes eight elements that, we found, encompass the various heuristics from the literature. Our new model, GameFlow, consists of eight elements -- concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction. Each element includes a set of criteria for achieving enjoyment in games. An initial investigation and validation of the GameFlow model was carried out by conducting expert reviews of two real-time strategy games, one high-rating and one low-rating, using the GameFlow criteria. The result was a deeper understanding of enjoyment in real-time strategy games and the identification of the strengths and weaknesses of the GameFlow model as an evaluation tool. The GameFlow criteria were able to successfully distinguish between the high-rated and low-rated games and identify why one succeeded and the other failed. We concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.
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Affiliation(s)
| | - Peta Wyeth
- The University of Queensland, St Lucia, Australia
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