bluuebunny/crossref_metadata_2025 huggingface dataset:
Smart City Service
Authors: Yu Gang , Hu Min , Dai Zhenyu , Ding Wei , Chang Ying , Wang Yi , Li Zhiqiang
Published: December 2022

Urban infrastructure, a crucial part of the city, is being developed on a large scale under the rapid development of smart cities. The operation and maintenance (O&M) phase is increasingly complex, and the information to be processed is cumulatively massive. So, the significance of urban infrastructure O&M is gradually being realized by the public. Recently, research in Building Lifecycle Management (BLM) and Building Information Modeling (BIM) has partly improved technological innovation and management level of urban infrastructures O&M. However, there are still deficiencies in the research of BIM, VR/AR, internet of things, pervasive computing, big data, and other emerging technologies applied in urban infrastructure O&M, as well as the realization of intelligent service functions. Therefore, based on existing research and oriented to the development need of smart city, this chapter takes “intelligent service for urban infrastructure under the concept of lifecycle” as core to conduct a discussion on how to solve practical problems in the urban infrastructure O&M.
Combining BIM, GIS, and IoT to Foster Energy Management and Simulation in Smart Cities
Authors: Patti Edoardo , Brundu Francesco G. , Bellagarda Andrea , Bottaccioli Lorenzo , Rapetti Niccolò , Verda Vittorio , Guelpa Elisa , Rietto Laura , Macii Enrico , Acquaviva Andrea , Krylovskiy Alexandr , Jahn Marco
Published: December 2022

This chapter presents a novel distributed software infrastructure to enable energy management and simulation of novel control strategies in smart cities. In this context, the following heterogeneous information, describing the different entities in a city, needs to be taken into account to form a unified district information model: internet-of-things (IoT) devices, building information model, system information model, and georeferenced information system. IoT devices are crucial to monitor in (near-) real-time both building energy trends and environmental data. Thus, the proposed solution fulfills the integration and interoperability of such data sources providing also a correlation among them. Such correlation is the key feature to unlock management and simulation of novel energy policies aimed at optimizing the energy usage accounting also for its impact on building comfort. The platform has been deployed in a real-world district and a novel control policy for the heating distribution network has been developed and tested. Finally, experimental results are presented and discussed.
The Post-Occupancy Digital Twin
Authors: Kirwan Barry , Rogers Jonathan
Published: December 2022

Through the application of building information modelling (BIM), the construction industry can now develop digital representations of physical assets. By combining BIM with digital technologies such as the internet of things (IoT), an opportunity is created to link real-time data to digital representations, resulting in the creation of digital twins (DT). A major aspect in the creation of DT involves the ongoing relationship between physical and digital versions of assets through interlinked sensors, generating an opportunity to analyse the performance of the asset and its occupants. The aim of this report was to further understand the effects of implementing these technologies, resulting in the digitalisation of the construction industry. A literature review was undertaken, along with a focused interview questionnaire and an online survey. Results showed that although there was an awareness of the importance of BIM and digital technology within the construction industry, the number of projects implementing these technologies and procedures were low.
Digital Twin for Maintenance Information Management
Authors: Mecca Umberto , Moglia Giuseppe , Prizzon Francesco , Rebaudengo Manuela
Published: December 2022

BIM and the construction sector have long been an inseparable pair: in many European Countries it is a consolidated practice while in others there is a big debate about it but. Although there are important signs of a turning point, it still does not seem to be really feasible. In Italy, the leverage for transformation is certainly the public works sector, but this is not enough: to really talk about a whole digitization of the AEC sector, it is necessary to “attract” the private sector, where more than 50% of investments are invested. The chapter will attempt, starting from an Italian framework overview, to assess the main perceived obstacles of the applicability of a BIM model for facility management. The tool chosen by the authors as a preliminary approach to the problem, the SWOT analysis, allows an effective synthesis of the strengths and weaknesses resulting from such implementation.
Maintenance Management for Public Buildings Using Building Information Modeling BIM
Authors: Alhassan Bassel , Omran Jamal Younes , Jrad Fayez Ali
Published: December 2022

Building maintenance is gaining an increasing attention in the various fields of scientific research and there was a need for the use of new technologies in maintenance management, as the facility management deal with a large amount of information relating to maintenance, which includes drawings and specifications, lists, and reports, and the use of paper files leads to decrease the efficiency and create a shortage of data and information. The authors offer in this research tool to manage the maintenance process by using the BIM through linking deterioration models and three-dimensional model of the facility to be maintained and compensate the external investigation data for maintenance work in these models to get at the end of this research and with the help of the possibilities offered by Revit database to an upcoming maintenance items and arrange them according to their importance and impact on the facility and the estimated budget for the periodic maintenance and distribution of this budget on the various construction elements and the development of resources plan for next year.
A Scientometric Analysis of Studies in Turkey
Authors: Tezel Ecem , Giritli Heyecan
Published: December 2022

Recently, architecture engineering and construction (AEC) industry benefits from building information modeling (BIM) as a technology-based development, to enhance collaboration and increase the efficiency of construction projects. After implementing BIM in design and construction phases, developed countries now head towards utilization of BIM in facilities management (FM) processes. As ranking among the leading AEC industries, Turkey not only follows latest developments but also promises valuable potentials for both theoretical and practical improvement of BIM. Based on the studies published in BIM field, this study applies bibliometric review approach to analyze the state-of-the-art situation of the field in Turkey, and determine potential research areas, especially in BIM and FM intersection. Following the systematic literature search that aims to introduce current efforts of Turkish researchers in BIM field, the qualitative analysis categorizes these efforts according to life cycle phases of a construction project and provides a vision on existing knowledge as well as research gaps. Findings of this study point out the important contributions of Turkey to BIM field especially in design and/or construction phases. A prominent conclusion of this study also signals a need for more FM oriented approach in BIM researches.
Fun and Games
Authors: Martins Helena , Dores Artemisa
Published: December 2022

Gamification is a relatively new approach that allows the use of videogame design techniques in contexts that are originally not game related, including for the promotion and education of health outcomes. Gamification has been used in many contexts, but healthcare practices, which include often boring, frustrating, or painful tasks, can especially benefit from the fun enjoyable games people play for entertainment purposes. Games can be helpful both promoting an increase in health knowledge and behaviors, as well as the positive emotions elicited by health-related contents and behaviors. This chapter begins by discussing the concept of gamification, the gamification toolbox, and gamer taxonomies and the different uses of gamification and game-based approaches in the healthcare context are explored, to figure out what the key success elements are and why this promising approach has yet to achieve its wide-spread potential use.
How to Engineer Gamification
Authors: Shahri Alimohammad , Hosseini Mahmood , Phalp Keith , Taylor Jacqui , Ali Raian
Published: December 2022

Gamification refers to the use of game elements in a business context to change users' behaviours, mainly increasing motivation towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines and application areas. Despite the increasing interest, we still need a unified and holistic picture on how to engineer gamification, including the meaning of the term, its development process, the stakeholders and disciplines which need to be involved in it, and the concerns and risks that an ad-hoc design could raise for both businesses and users. To address this need, this article reports on empirical research which involved reviewing the literature and a range of gamification techniques and applications as secondary research, and an expert opinion study of two phases, qualitative and quantitative, as primary research. Based on the results, we provide a body of knowledge about gamification and point-out good practice principles and areas of gamification that are debatable and need further investigation.
Techniques on Multiplatform Movement and Interaction Systems in a Virtual Reality Context for Games
Authors: Ntokos Konstantinos
Published: December 2022

When a student works on a VR game design project, the input scheme is often bypassed because it is considered to be one of the easiest things to implement. But should design affect the inputs, or the other way around? The author attempts to solve this with the creation of a unified communication tool among students, academics, and developers. This proposed tool will define which movement and/or interaction technique is best suited, depending on the following factors: platform, constraints, context, physique, space, immersion, and user experience. The game design framework will be described, discussed, and presented in a table format to address all of the above when working on VR games. This chapter will also include a section that will define what the player can do and how.
Fiero and Flow in Online Competitive Gaming
Authors: Andrews Sharon , Bradbury Robert E. , Crawford Caroline M.
Published: December 2022

This paper explores the concept of fiero as it relates to online competitive gaming, resulting in a framework focused upon levels of fiero and flow, labeled as the gaming engagement framework. More specifically, the paper describes this framework and its supporting methods as can be applied to measure perceived intensity and engagement levels leading to fiero, and concentration and collaboration levels leading to flow, giving an overall prediction of the level of fiero and flow that a game is capable of eliciting. The use of both quantitative and qualitative data in support of the framework offers a mixed-methods approach towards discovery of both weak areas and strong areas of fiero and flow, along with a collection of literal user perceptions. This framework can be applied at the prototyping phase during game development as well as at incrementally advancing levels of product development through pre- and post-production.
Persona-Scenarios in Game Development
Authors: Patel Harshada , Hallewell Madeline J.
Published: December 2022

The 3D Tune-In project developed serious/leisure game applications to educate hearing aid (HA) users about how HA functionalities could improve hearing in different sound environments. The application development team had little prior experience catering for end-users with hearing loss. HA users and their communication partner were consulted regarding their communication difficulties and communication strategies in different environments. Participants reported many hearing problems, affective issues, problems with their HA, tensions in their relationship caused by hearing issues, and they noted a need for training in how best to use HAs. Persona-scenarios were created outlining user needs and goals and a user-requirements table detailed how end-users might interact with proposed applications, both of which were presented to developers during the initial application design period. Game developers identified that these resources positively influenced the development of their application. They were able to produce a useful and useable application for their new target user.
Eye of the Beholder
Authors: Palmquist Adam , Gillberg David
Published: December 2022

Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research—as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look, and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.
Applied Alternative Tools and Methods in the Replacement of the Game Design Document
Authors: Lage de Oliveira Pedro Henrique Roscoe , Silva de Miranda Carlos Alberto , Gomide Joao Victor Boechat
Published: December 2022

This chapter proposes and experiments alternatives to replace or optimize the use of the game design document (GDD). The creation and development of a game is accomplished by relying on the GDD, which contains all the information, such as the script, mechanics, and relevant details, so the team can use as a guide. There is no exact formula for creating a GDD, and several formats are proposed and used nowadays. Information misinterpreted or misunderstood at different levels of responsibility can create irreparable problems after the start of production. This chapter proposes the use of analog prototyping associated with benchmarking techniques and agile development as efficient alternatives to GDD, which are tested in the development of the game Forsaken Dungeons, created by one of the authors.
The Development of the Online Player Type Scale
Authors: Hamutoğlu Nazire Burçin , Topal Murat , Samur Yavuz , Gezgin Deniz Mertkan , Griffiths Mark D.
Published: December 2022

The present study outlines the development of the Online Player Type Scale (OPTS) utilizing a motivational taxonomy developed. This taxonomy was comprehensively reviewed to create scale items, and the conceptual framework of the scale was defined. The study group was comprised of 1,479 students attending grades 5 to 8 of a private school. A purposive sampling method was used to recruit the study group, and playing any videogame frequently was the criterion to be included in the sample. The construct validity and reliability testing showed the OPTS comprised four factors: achievement-oriented (ACH), socialization-oriented (SOC), exploration-oriented (EXP), and competition-oriented (COMP). The Cronbach alpha internal consistency coefficients and composite reliability coefficients were 0.89 and 0.99 for KIL, 0.83 and 0.98 for EXP, 0.83 and 0.98 for SOC, and 0.94 and 0.99 for ACH. It is concluded that the Online Player Type Scale is a valid and reliable instrument for assessing gaming motivation.
The Application of Intelligent Algorithms in the Animation Design of 3D Graphics Engines
Authors: Bao Wenrui
Published: December 2022

With the rapid improvement of computer hardware capabilities and the reduction of cost, the quality of game pictures has made a qualitative breakthrough, which has reached or exceeded the picture effect of many dedicated virtual reality engines. On the basis of the design and implementation of the virtual reality 3D engine, the rendering queue management method is proposed to improve the frame rate. Based on the object-oriented design method, emitter regulator particle rendering mode, and traditional bone skin animation technology, the key structure technology in skeletal animation is analyzed, and the animation controller used to control animation playback and key structure interpolation operation is designed, which achieves the ideal animation effect. Finally, a prototype system based on engine is implemented.
Gamification and Its Application in the Social Environment
Authors: Cordero-Brito Staling , Mena Juanjo
Published: December 2022

This study sets out to conduct a systematic review of the emergence and evolution of gamification in the social environment, its main components, and its application as a learning tool through the motivation and engagement it generates in people. The results were obtained by consulting two major scientific databases, namely, Scopus and the Web of Science, which provided 136 articles published on the social environment from 2011 through to mid-2016 using the term gamification. The results of this study reveal how over time gamification has been gaining importance in the social environment through the use of its components. The highest number of scientific publications come from the United States and Spain. In addition, the use of gaming components increases motivation and engagement. It shows how gamification uses (individual or group) rewards according to the context to achieve the proposed objectives, being successfully implemented in education, health, services, and social learning.
Therapeutic Gaming for Adolescent Anxiety
Authors: Barnes Steven , Prescott Julie
Published: December 2022

Anxiety disorders (AD) are the most prevalent of the mental health conditions and are associated with significant and long-lasting burden of disease both for affected individuals and healthcare systems designed to support them. Despite this, barriers to traditional interventions mean less than half of adolescents experiencing ADs seek-treatment, with less than 20% of treatment-seekers ultimately receiving a scientifically validated intervention. Therapeutic games show significant potential to help reduce AD in adolescents, with some concerns remaining over their abilities to engage users, particularly over time. The chapter presents two studies relating to the development of a new mobile gamified intervention for adolescents with AD. This includes a user-feedback study on currently available games for anxiety and depression, followed by a user-feedback, acceptability, and intention-to-use study of a development version of the new intervention.
Can Video Games Be Used as a Stealth Assessment of Aggression?
Authors: McCreery Michael P. , Krach S. Kathleen , Bacos Catherine A. , Laferriere Jeffrey R. , Head Danielle L.
Published: December 2022

The current pilot study examined how well a reflective moral-choice video game predicted the rating scale scores of aggression types. To begin, the authors used a coding system to examine in-game proactive and reactive behaviors. This analysis resulted in a tallied score for each construct. These game-based scores were then included in regression models, examining how well within-game behaviors predict scores on a pre-existing rating scale of both proactive and reactive aggression. Findings indicated that game-based proactive scores were not predictive of proactive aggression ratings; however, reactive game-based scores were predictive of reactive aggression ratings. Implications for these findings are discussed.
Sustain City
Authors: Tang Ying , Franzwa Christopher , Bielefeldt Talbot , Jahan Kauser , Saeedi-Hosseiny Marzieh S. , Lamb Nathan , Sun Shengtao
Published: December 2022

Recent years have witnessed a growing interest in interactive narrative-based serious games for education and training. A key challenge posed by educational serious games is the balance of fun and learning, so that players are motivated enough to unfold the narrative stories on their own pace while getting sufficient learning materials across. In this chapter, various design strategies that aim to tackle this challenge are presented through the development of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design. Besides narrative-learning synthesis, supplementing the player's actions with feedback, and the development of a sufficient guidance system, the chapter also discusses the integration of rigorous assessment and personalized scaffolding. The evaluation of Sustain City deployment confirms the values of the serious games in promoting students' interests and learning in science, technology, engineering, and mathematics (STEM) fields.
Probability and Game
Authors: Drivet Alessio
Published: December 2022

Probability is generally concerned with dealing with problems of a random or uncertain nature. The fact that it arises and develops from the analysis of gambling is something that cannot be overlooked. From the point of view of teaching, in addition to historical aspects, it is important to point out the importance of putting students in front of situations that, if not known, can lead to incorrect behavior and pathological attitudes. For this reason, the authors tried to emphasize not only the theoretical aspects, but above all the certainty that you always play “against the dealer” with an expected loss assessable for the various games.
“Piece of Mind” and “Wellbeing Town”
Authors: Barnes Steven , Bradley Melvin , Williams Andrew
Published: December 2022

The long-term implications of COVID-19 for wellbeing are predicted to be both significant and enduring. Data from previous epidemics indicates long-term detrimental effects are more pronounced among particular demographics, including individuals with pre-existing mental health conditions. The Mental Health Independent Support Team (MhIST) is a charitable organisation offering a range of free-at-the-point-of-contact services via self-referral for a range of mental health and wellbeing concerns, both with and without diagnosis. Since March 2020, the organisation noted significant rises in demand for services. Serious games and their active involvement in eliciting rapid positive behavioural change is associated with their emergence as a key learning tool, with effects transferable to the real world. While a growing number of gamified interventions exist for a range of mental health diagnoses, their presence in the domain of positive psychology is more limited. The chapter reports two studies conducted to enhance the development of an educational game for adult wellbeing.
Detection of Hands for Hand-Controlled Skyfall Game in Real Time Using CNN
Authors: Neha B.  , Naveen V.  , Gladston Angelin
Published: December 2022

With human-computer interaction technology evolving, direct use of the hand as an input device is of wide attraction. Recently, object detection methods using CNN models have significantly improved the accuracy of hand detection. This paper focuses on creating a hand-controlled web-based skyfall game by building a real time hand detection using CNN-based technique. A CNN network, which uses a MobileNet as the feature extractor along with the single shot detector framework, is used to achieve a robust and fast detection of hand location and tracking. Along with detection and tracking of hand, skyfall game has been designed to play using hand in real time with tensor flow framework. This way of designing the game where hand is used as input to control the paddle of skyfall game improved the player interaction and interest towards playing the game. This model of CNN network used egohands dataset for detecting and tracking the hands in real time and produced an average accuracy of 0.9 for open hands and 0.6 for closed hands which in turn improved player and game interactions.
If the Gear Fits, Spin It Again!
Authors: Johnson Mina C. , Birchfield David , Megowan-Romanowicz Colleen
Published: December 2022

To understand how students learn while engaged in active and embodied science games, two gears games were created. Would students' gear switching skills during the game be correlated with pre- and post-knowledge tests? Twenty-three seventh graders, playing as dyads, used gestures to manipulate virtual gears in the games. The Microsoft Kinect sensor tracked arm-spinning movements. Paper and pencil gear knowledge tests were administered before and after. In Game 1 (the easier one), the in-game switching data was significantly negatively correlated with only pretest gear knowledge. In Game 2 (the harder one), switching was negatively associated with both pre- and posttests. Negative correlations mean that fewer switches were used and that demonstrated better knowledge of mechanical advantage. In-game process data can provide a window onto learner's knowledge. However, the games need to have appropriate sensitivity and map to the learner's ZPD. In ludo (or in-process) data from videogames with high sensitivity may attenuate the need for repetitive traditional knowledge tests.
Creativity and Digital Games
Authors: Walder Marin Werner , Notargiacomo Pollyana
Published: December 2022

In the last decades the interest in creativity has grown. One of the questions that has risen from this interest is whether it is possible to aid the development of creativity. This chapter reviews a study on the possibility of developing a digital game with this. The game Luovus was created, utilizing previous research on the subject of creativity and digital games as learning aids. The game has been tested with a group of users and seems to be an effect on the player's self-perceived creative capabilities and society's impact on their creativity. This chapter will also cover studies and past experiments on the subject and how they can be of interest to future experiments.
The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game
Authors: Williams Russell Blair
Published: December 2022

The objective of this study is to analyze motivation, performance, state hostility, and targeted affect in a computer-based car racing game when social actors are opponents, and when game characters are opponents. This is a between-subjects, experimental, study of social facilitation with 97 Gulf Arab women. The social facilitation of performance and finishing time does not take place. There is no difference in state hostility based on social facilitation, but there is in emotions targeted at opponents. People are viewed more positively than NPCs after play. Intrinsic engagement and extrinsic motivation are both facilitated by the presence of human opponents. There is evidence that the experience of playing a game character and playing a person is substantially different even though the outcomes of performance and state hostility are not.
Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction
Authors: Weber Stefan , Mast Fred W. , Weibel David
Published: December 2022

Research suggests that immersion in computer games is beneficial for recovering from stress and improving mood. However, no study linked explicit measures of presence—individually experienced immersion—to mood enhancement. In the present experiment, immersion of a gaming activity was varied, and levels of presence and enjoyment were measured and connected to mood repair after a stress-induction. The participants (N = 77) played a game in virtual reality (VR; high immersion), on the desktop (medium immersion), or watched a recording of the game (low immersion). Positive emotions were enhanced in the high and medium, but not the low immersion condition. Presence was a significant predictor in the VR condition. Furthermore, an explanatory mediation analysis showed that enjoyment mediated the effect of presence on mood repair. These findings demonstrate positive effects of presence experiences in gaming. Strong presence in VR seems especially helpful for enhancing mood and building up positive emotional resources.
The Fallacies of MDA for Novice Designers
Authors: Chen Kenneth
Published: December 2022

Ever since MDA was publicized by Hunicke, Leblanc, and Zubek in 2004, it has become a building block for game developers and scholars. However, it has also incited several misconceptions that have spread among students and the gaming community. For example, players have overused the term “mechanics,” to the point that it is virtually meaningless. On the other side, the terms “dynamics” and “aesthetics” have been comparatively neglected, despite their value. Building upon our experiences of teaching an undergraduate game design course, we argue that these misconceptions stem from the ways that consumers have misinterpreted the MDA framework. Game educators are not necessarily working with experienced designers: they are working with students who are often more passionate about playing games than making them. Thus, game educators need to target this misconception in order to shed light on preconceived biases.
On Computerizing the Ancient Game of Ṭāb
Authors: Hassanat Ahmad B. , Altarawneh Ghada , Tarawneh Ahmad S. , Faris Hossam , Alhasanat Mahmoud B. , de Voogt Alex , Al-Rawashdeh Baker , Alshamaileh Mohammed , Prasath Surya V. B.
Published: December 2022

The ancient game of ṭāb is a war and race game. It is played by two teams, each consisting of at least one player. In addition to presenting the game and its rules, the authors develop three versions of the game: human versus human, human versus computer, and computer versus computer. The authors employ a Genetic Algorithm (GA) to help the computer to choose the ‘best' move to play. The computer game is designed allowing two degrees of difficulty: Beginners and Advanced. The results of several experiments show the strategic properties of this game, the strength of the proposed method by making the computer play the game intelligently, and the potential of generalizing their approach to other similar games.
Institutions as Designers of Better Social Games
Authors: Antonova Albena
Published: December 2022

Institutions predefine and make possible development of many social processes. As already discussed, institutions define “the rules of the game,” encouraging further social and organizational transformations. The aim of Chapter 6 is to propose an alternative approach for shaping the future institutions. By assuming institutions to be game-designers of complex social systems, there are explored the main mechanisms and elements of the game-design. Following this approach, the author discusses how institutions can transform to designers of new types of rules and social arrangements that will be more just and efficient for all. The structure of the chapter is as follows: In the first part there are identified the main elements of the game design, including game-mechanics, game-play, and game-word. The second part makes analysis of social ecosystems, where the new types of rules and regulations can stimulate creativity and innovations. Finally, an analysis is made about how institutions can figure out the gamification models and transform in order to promote new type of development and social cohesion. In this respect, Chapter 6 aims to propose an experiment of thought, discussing how to design more efficient and more socially just rules and regulations that can further ensure our sustainable development.
The Significance of the Hermeneutics of Play for Gamification
Authors: Joensuu Kosti , Ryynänen Sanna
Published: December 2022

Games and play are increasingly significant in everyday life. Thus, a philosophical and theoretical consideration of these concepts is needed. This article uses phenomenological hermeneutics to discuss games, play, and gamification; it also addresses the development of gamifying planes within gamification studies. It hypothesizes that the academic discussion of gamification becomes more valid, ontologically, by focusing on the phenomenon and lived experience of play and playing from a phenomenological perspective. It presents an upcoming practical intervention, an empirical research design of case study of playing a virtual game, to demonstrate how the essence of play and the integrated spheres of virtual and real worlds could be approached. Thus, it could provide valuable information that is needed in the fast-developing domain of interventions in gamification and the game-business. On the basis of this study's theoretical findings, a broader ontological notion is suggested to overcome the subjectifying notion of player and the objectifying notion of games and play.
Digital Games and Orientalism
Authors: Söğüt Fatih
Published: December 2022

The cultural and ideological tools that enable the West to maintain the imperial and colonial rule over the East have been varied. With the help of Western-based digital technologies and communication tools, it is possible to produce, publish, and distribute all kinds of information easily and quickly. The western and Western perspective is also reflected in the media content, and all kinds of popular media texts such as films, music, newspapers, magazines, toys are the bearers of the political social, cultural, and ideological structure of the West. Media texts produce discourses, especially about the ‘East' and position the East as one other. In this context, digital games should not be considered independent of the political, social, cultural, and economic structure in which they exist. The aim of this study is to assess research studies focusing on the orientalist perspective in digital games. While examining the relationship between orientalism and digital games within the framework of the literature, especially the Muslim and Arab representations in the plays were examined.
Behavioral and Physiological Responses to Computers in the Ultimatum Game
Authors: Swiderska Aleksandra , Krumhuber Eva G. , Kappas Arvid
Published: December 2022

This article describes how studies in the area of decision-making suggest clear differences in behavioral responses to humans versus computers. The current objective was to investigate decision-making in an economic game played only with computer partners. In Experiment 1, participants were engaged in the ultimatum game with computer agents and regular computers while their physiological responses were recorded. In Experiment 2, an identical setup of the game was used, but the ethnicity of the computer agents was manipulated. As expected, almost all equitable monetary splits offered by the computer were accepted. The acceptance rates gradually decreased when the splits became less fair. Although the obtained behavioral pattern implied a reaction to violation of the rule of fairness by the computer in the game, no evidence was found for participants' corresponding emotional involvement. The findings contribute to the body of research on human-computer interaction and suggest that social effects of computers can be attenuated.
Anxiety of the Avatar
Authors: Sepetci Tülin , Candemir Tülin , Candemir Tülay
Published: December 2022

Computer games create realistic and interactive spaces for people with the developing technology in virtual extent and they also build quotations surrounding every aspect of human perception. Computer games are not only a leisure time activity but also a transmedia case related to perception and the identification process. Another important factor of the computer games are graphics of the games. The main purpose of this chapter is to consider the relation of the technical level of the game in a graphical three-dimensional model to identification process in the context of “identification with the avatar.” The Witcher 3: Wild Hunt which was driven to the market and received positive criticism with its successful graphics will be analysed in the context of its transmedia features and graphic design. Then, a semi-structured interview will be conducted with 15 gamers who played The Witcher 3: Wild Hunt, to analyse the relation of “identification with the avatar process” of the participants to the graphical modeling of the game.
Assessing Behavioral Patterns for Online Gaming Addiction
Authors: Misra Richa , Singh Sonali , Singh Nidhi
Published: December 2022

The purpose of the study is to identify the risk factors that predict online gaming addiction based on psychological factors. A sample of 150 respondents, who play online games or played in the past, were the respondents. Structured questionnaire is used to understand gaming behavior and other psychological factors. The following factors were found to be a predictor of online gaming addiction: emotional dependence, social withdrawal, detachment from other activities, and long hours spent playing games. Confirmatory factors analysis was used to identify critical factors and discriminant analysis was used to classify respondents as active and non-active online gamer based on their level of addiction and time spent in playing. The result shows a significant gap in the perception of active and non-active gamers with respect to the above-mentioned factors. The study brings valuable insights to medical practitioners and researchers in the context of defining problematic gaming behaviour.
Internet Gaming Disorder and Its Relationships With Student Engagement and Academic Performance
Authors: Samaha Maya , Hawi Nazir
Published: December 2022

Recently, the research community increased its investigations of the student engagement construct in association with learning and academic success. Some scholars linked student engagement to higher academic performance, higher retention rates, and lower delinquency rates. However, the spread of gaming among learners is thought to hinder student engagement. This study attempts to fill a gap in the literature by investigating the association among gaming disorder, student engagement, academic performance, and gamer-related characteristics, in a tertiary context on a sample of 345 university students using the internet gaming disorder (IGD-20) test and an 18-item assessment of student engagement based on the National Survey of Student Engagement. Student engagement was significantly negatively predictive of gaming disorder, whereas the latter was significantly negatively predictive of cumulative GPA. The implications of the findings for future research and recommendations are discussed.
News Presentation and the Third-Person Effect of Violent Video Games
Authors: Hong Seong Choul
Published: December 2022

The present study explored the relationships between the tone in news presentations and the third-person effect. It investigated whether news stories about violent video games changed viewers perspectives based on the positively or negatively portrayed messages presented by the media. Overall, this study examined how news stories encouraged or discouraged viewers from supporting government regulations of violent video game content. An online survey of 388 American adults served as the main source of data collection. The study found that presumed media effects decreased on both others and self when viewers were exposed to positively presented news coverage. Subsequently, their support for regulating violent video games was reduced. However, no changes were found in third-person perception. In addition, those who were exposed to negative news coverage showed no significant changes in their perceived media effects on self, others, and support regulations on video game contents.
Factors Affecting Woman's Continuance Intention for Mobile Games
Authors: Ye Pinghao , Liu Liqiong , Gao Linxia , Mei Quanjun
Published: December 2022

The article finds the main factors affecting women's continuance intention for mobile games, and analyze how and to what extent these factors affect women's continuance intention for mobile games in a research model. In this study, a Model of Factors Affecting Women's continued interest in mobile gaming is comprised of eight variables and relevant hypotheses has been created based on a technology acceptance model (TAM), and three theories of flow theory, the theory of scenarios, and customer satisfaction theory. Also, a questionnaire survey involving 319 female mobile gamers was conducted, and all hypotheses have been verified using a structural equation model. Research results show that the perceived challenges, novelty, and cost of mobile games had significant positive effects on the perceived enjoyment of female mobile gamers; the mobility of mobile games had significant positive effects on the perceived ease-of-use of female mobile gamers; perceived enjoyment and ease-of-use had significant positive effects on female gamers' continuance intention for mobile games; while the security of mobile games had no significant effect on the perceived ease-of-use of female mobile gamers.
Gamification Research
Authors: Ofosu-Ampong Kingsley , Anning-Dorson Thomas
Published: December 2022

Despite advances in information technology, studies suggest that there is little knowledge of how developing countries are applying gamification in agriculture, education, business, health, and other domains. Thus, from a systematic review, this chapter examines the extent of gamification research in the developing country context. In this chapter, 56 articles were reviewed, and the search was done in the Scopus database. This chapter explains the idea of game design elements in information systems and provides real-world examples of gamified systems outcomes from developing countries. The authors conclude with directions for future research to extend our knowledge of gamification and advance the existing methodologies, domains, and theories.
An Empirical Study of Gamification Frameworks
Authors: Buckley Patrick , Noonan Seamus , Geary Conor , Mackessy Thomas , Nagle Eoghan
Published: December 2022

Gamification is a relatively novel concept which is attracting interest from academics and practitioners as a method of mediating individual behaviour. It is increasingly being used in a wide range of social and business contexts across a range of diverse activities such as education, health care and personal productivity. In this article, the components used to implement gamification are catalogued. Using a standardised rubric, a sample of gamified activities is studied to measure the prevalence of the various components used to implement gamification. This research provides an empirically validated catalogue of specific components used to implement gamification, which can serve to guide the work of academics and practitioners. It demonstrates variance in the use of the different types of component, indicating that the utility of gamification components may differ. Finally, by contrasting the utilization of components in the individual and group contexts, this research identifies the contextual sensitivity of gamification.
The Convergence Between Challenge-Based Learning and Game Design Thinking Methodologies
Authors: Siqueira da Silva Isabel Cristina
Published: December 2022

The process of game development is constantly evolving in order to meet the different demands of players as well as the need to adapt to the employment of new technologies and trends in the gaming market. The game design thinking methodology that adds quality to the game development once is focused on the game design and development based on design thinking, an interactive design process focused on collaboration between developers and users to propose user-centered solutions. The challenge-based learning methodology presents to the learners (and future professionals) a challenge scenario asking them to think about a number of possible solutions using a variety of interactive tools. This chapter proposes to combine both game design thinking and challenge-based learning methodologies into the process of game development in order to assist the game learners and professionals to be able to integrate different aspects necessary to the proposal of a game, considering its multidisciplinary nature and understanding the human needs involved.
Real-Life Contexts in Learning Games
Authors: Moseley Alex
Published: December 2022

The use of real contexts in learning has been of central interest to educational developments such as experiential learning, case studies, work placements and simulations. They centre around the benefits of putting students in realistic situations, using real tools to solve real/realistic problems. A growing number of learning games are making use of context in this way: initially focused around serious games (many close in character to simulations) and most recently distilled into immersive and pervasive games, which mix real and imagined contexts for apparently deep learning experiences. This article reviews the existing literature around the use of context in learning, considers the applicability to learning games, and proposes new theoretical developments through the consideration of four models for the integration of context into learning experiences, based on a typology of existing contextual learning experiences and games. To illustrate the models and begin to strengthen the typology, a number of existing case studies are referenced, and further research needs highlighted.
Who Are You Online?
Authors: Dunn Robert Andrew , Guadagno Rosanna
Published: December 2022

The authors conducted an experiment to determine the effects of gender, race, online video gaming experience, and the experimental context in which participants played the video game (online vs. offline vs. no information control) on avatar selection. The qualities of the avatar compared were based on eight objective differences between avatars and individuals: attractiveness, skin tone, height, girth chest size, waist size, hip size, and height. As predicted, those with online gaming experience selected avatars that were taller, thinner, and more attractive relative to their real selves than did participants with no prior online game experience. Non-white participants selected avatars with lighter skin-tones, whereas white participants selected avatars with darker skin-tones. Surprisingly, male participants selected shorter avatars than female counterparts did.