I. Kniestedt
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13 records found
1
The dissertation first explores the requirements for conceptualizing applied game engagement, identified through an analysis of three applied gaming projects and an empirical study. It then uses these requirements to develop the Applied Games Engagement Model (AGEM). The AGEM posits that engagement is the process of focusing attention on a task and that attention can be purposefully directed through design.
The practical use of the AGEM is then explored by analyzing applied games. The theory is extended with relevant game design knowledge and applied to game design practice. This results in the Lens of Engagement for Applied Games, a unique way to view the design of an applied game.
Overall, this dissertation provides a comprehensive perspective on applied game engagement, emphasizing the role of attention and its relation to game design. It offers a practical and workable method of considering and discussing game engagement, which can be used by anyone creating or studying applied games. ...
The dissertation first explores the requirements for conceptualizing applied game engagement, identified through an analysis of three applied gaming projects and an empirical study. It then uses these requirements to develop the Applied Games Engagement Model (AGEM). The AGEM posits that engagement is the process of focusing attention on a task and that attention can be purposefully directed through design.
The practical use of the AGEM is then explored by analyzing applied games. The theory is extended with relevant game design knowledge and applied to game design practice. This results in the Lens of Engagement for Applied Games, a unique way to view the design of an applied game.
Overall, this dissertation provides a comprehensive perspective on applied game engagement, emphasizing the role of attention and its relation to game design. It offers a practical and workable method of considering and discussing game engagement, which can be used by anyone creating or studying applied games.
An explorer’s journal for machines
Exploring the case of Cyberpunk 2077
Re-framing engagement for applied games
A conceptual framework
Physical activity plays a fundamental role in contrasting physiological deconditioning during ageing. Considering the complexity of the modifications that can occur in the physical activity domain, international guidelines recommend that older adults engage in a combination of aerobic, strength, flexibility, and balance training to promote active ageing and maintain adequate health status. For this reason, virtual coaches must be designed to prescribe appropriate physical activity plans in each of the specific target sub-domain. Technological solutions based on wearable devices and digital games are promising can be the key to a successful system. This chapter describes the physiological bases and the technological approaches implemented by the NESTORE system to evaluate users’ functional abilities and to propose a comprehensive and individualised coaching plan in the physical activity domain according to the internationally recognised guidelines. The main technological NESTORE components, co-designed together with users to monitor their status and behaviour and coach them to perform effective physical activity, are (i) the NESTORE wristband that will assess the users’ performances and monitor the main physiological parameters during aerobic activity and (ii) the NESTORE Pocket Odyssey mobile game that will engage the users during physical activities in the strength, flexibility and balance domains.
Dive Deeper
Empirical Analysis of Game Mechanics and Perceived Value in Serious Games
Level Design Patterns That Invoke Curiosity-Driven Exploration
An Empirical Study across Multiple Conditions
Virtual Coaches for Older Adults' Wellbeing
A Systematic Review
Virtual Coaches, also known as e-coaches, are a disruptive technology in healthcare. Indeed, among other usages, they might provide cost-effective solutions for increasing human wellbeing in different domains, such as physical, nutritional, cognitive, social, and emotional. This paper presents a systematic review of virtual coaches specifically aimed at improving or maintaining older adults' health in the aforementioned domains. Such digital systems assume various forms, from classic apps, to more advanced conversational agents or robots. Fifty-six articles describing a virtual coach for older adults and aimed at improving their wellbeing were identified and further analyzed. In particular, we presented how previous studies defined their virtual coaches, which behavioral change models and techniques they adopted and the overall system architecture, in terms of monitoring solutions, processing methods and modalities for intervention delivery. Our results show that few thorough evaluations of e-coaching systems have been conducted, especially regarding multi-domain coaching approaches. Through our analysis, we identified the wellbeing domains that should be addressed in future studies as well as the most promising behavior change models and techniques and coaching interfaces. Previous work illustrates that older adults often appreciate conversational agents and robots. However, the lack of a multidomain intervention approach in the current literature motivates us to seek to define future solutions.
CURIO 2.0
A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets
Curiosity is considered an important aspect of human life, but understanding the circumstances that cause a person to become curious poses a challenge for research. This paper proposes video games as a stimulus for the experimental study of curiosity. For this purpose, we conducted a survey with the goal of assessing what video game titles and genres could be considered reliable instruments for invoking curiosity. To involve different types of curiosity, we included the Five-Dimensional Curiosity Scale (5DC) questionnaire. The survey was completed by 113 participants, and resulted in 301 game suggestions that warrant further analysis. Exploration and Social Simulation games in particular were found to rank high in triggering curiosity. To explain this result, we present a first analysis of potential game patterns that help trigger curiosity within these genres.
Shinobi Valley
Studying curiosity for virtual spatial exploration through a video game
Curiosity is a strong motivator for human action, but the circumstances under which one becomes curious are not clear. This paper builds on the assumption that video games can be used as a stimulus for the experimental study of curiosity, and forms a basis in examining the type of curiosity motivated by spatial exploration. A video game was created that incorporates five proposed ‘game design patterns’ that may induce curiosity in players. The game, Shinobi Valley, was tested in a pilot study with 24 participants. Participants responded positively to the game and exhibited exploratory behaviour while playing without specifically being prompted to do so. The presented results suggest which of the patterns are most promising in inducing curiosity, and show that the game is of sufficient quality to be used in larger studies.
Games that Make Curious
An Exploratory Survey into Digital Games that Invoke Curiosity
Curiosity is an important aspect of life, but studying it is challenging without reliable stimuli. Digital games provide an ideal stimulus to investigate the circumstances that trigger curiosity and how it is expressed. A survey was conducted with the goal of assessing what game titles and game genres should be analysed to further the study of curiosity. To consider different types of curiosity, we included the Five-Dimensional Curiosity Scale (5DC) questionnaire. The survey was completed by 113 participants, and resulted in 301 game suggestions that warrant further analysis. Exploration, social simulation, and collecting tasks within games were found to rank high in triggering curiosity. We further found that social curiosity in individuals correlates with having curiosity triggered by social simulations.