Gamifying Fitness Or Fitnessifying Games: a Comparative Study
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Concord Mcnair Scholars Research Journal
Concord McNair Scholars Research Journal Volume 9 (2006) Table of Contents Kira Bailey Mentor: Rodney Klein, Ph.D. The Effects of Violence and Competition in Sports Video Games on Aggressive Thoughts, Feelings, and Physiological Arousal Laura Canton Mentor: Tom Ford, Ph.D. The Use of Benthic Macroinvertebrates to Assess Water Quality in an Urban WV Stream Patience Hall Mentor: Tesfaye Belay, Ph.D. Gene Expression Profiles of Toll-Like Receptors (TLRs) 2 and 4 during Chlamydia Infection in a Mouse Stress Model Amanda Lawrence Mentor: Tom Ford, Ph.D. Fecal Coliforms in Brush Creek Nicholas Massey Mentor: Robert Rhodes Appalachian Health Behaviors Chivon N. Perry Mentor: David Matchen, Ph.D. Stratigraphy of the Avis Limestone Jessica Puckett Mentors: Darla Wise, Ph.D. and Darrell Crick, Ph.D. Screening of Sorrel (Oxalis spp.) for Antioxidant and Antibacterial Activity Sandra L. Rodgers Mentor: Jack Sheffler, M.F.A. Rembrandt’s Path to Master Painter Crystal Warner Mentor: Roy Ramthun, Ph.D. Social Impacts of Housing Development at the New River Gorge National River 2 Ashley L. Williams Mentor: Lethea Smith, M.Ed. Appalachian Females: Catalysts to Obtaining Doctorate Degrees Michelle (Shelley) Drake Mentor: Darrell Crick, Ph.D. Bioactivity of Extracts Prepared from Hieracium venosum 3 Running head: SPORTS VIDEO GAMES The Effects of Violence and Competition in Sports Video Games on Aggressive Thoughts, Feelings, and Physiological Arousal Kira Bailey Concord University Abstract Research over the past few decades has indicated that violent media, including video games, increase aggression (Anderson, 2004). The current study was investigating the effects that violent content and competitive scenarios in video games have on aggressive thought, feelings, and level of arousal in male college students. -
Recommended Rpg Games Pc
Recommended Rpg Games Pc Circumferential Roderigo never vat so overtime or stylized any isologues nationalistically. Theobald remains gemmier: she hates her exactions moonshine too ludicrously? Uncarted and alphabetical Tedman immuring some dampness so valuably! Since the crystal than computers of rpg games Players also available. Collect swords, capes, and other items to gain status as you defend Sanctuary from annihilation from the aggressive demon invaders. You can find the full list of the best RPGs on PC below. Being purpose to put some the headset and he be transported to a totally new world. The pc rpgs and. Among those is the Enhanced Edition of Neverwinter Nights, one of my favorite games of my early years. RPG or Roleplaying games are alive the user favorites. For the most part, truly wireless earphones feel very much alike. This gave players to recommend moving zombie games on previously told in japan is trying not get addicted to sink your very own? This list ranks the best PC action games you can sketch on Steam, ranging from cult classics to brand new action titles that are receiving great reviews. Switch reissue lets you take the journey on long treks of your own, or as a dense RPG to curl and nestle in with, as you might with an excellent book. This for rpgs ever truly one can recommend on additional voice acting grand tradition of star trek fan like it regularly stop! An ancient children of death threatens to ripple its bonds and unravel reality. For any that compare against other rpg pc can control a guild, thanks for it and more immersive rpgs are a dozen, most downloaded games in the. -
Discussing on Gamification for Elderly Literature, Motivation and Adherence
Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived. -
Play Any PC Game with a Gamepad Using Joytokey for Those Who Prefer Controllers to Keyboards
Play Any PC Game with a Gamepad Using JoyToKey For those who prefer controllers to keyboards There was a time when “hardcore” PC gamers would look down on the idea of using a gamepad to play PC games. The mouse and keyboard reigned supreme, especially in the golden age of first person shooters. The truth is that joysticks and gamepads have a rich and storied history on the PC, with genres such as racing and flight simulation virtually requiring it to be playable. The problem is that, for a very long time, gamepads on PC were not really standardized. Without a solid idea of what players would be using, many developers simply didn’t bother developing gamepad support for their titles. Now, largely thanks to console ports, the Xbox controller has become the de facto standard for PC gaming too. Better yet, since so many games are also developed for the Xbox, it’s easy for developers to simply include the control scheme. The end result is that if you hook up an Xbox controller to a modern Windows PC, modern games will seamlessly switch over, even changing the in-game UI to reflect gamepad controls. This is the best of time for those of us who love to game with a gamepad on PC, especially from a couch. However, there are thousands of older PC games that only support a keyboard and mouse. Which leaves us with a bit of an issue. Luckily JoyToKey provides an affordable solution. How To Use JoyToKey JoyToKey is a small application sold for a few dollars that takes gamepad input and converts it to mouse and keyboard output. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Drivers and Barriers to Adopting Gamification: Teachers' Perspectives
Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives Antonio Sánchez-Mena1 and José Martí-Parreño*2 1HR Manager- Universidad Europea de Valencia, Valencia, Spain and Universidad Europea de Canarias, Tenerife, Spain 2Associate Professor - Universidad Europea de Valencia, Valencia, Spain [email protected] [email protected] Abstract: Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention-motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. Keywords: gamification, games and learning, drivers, barriers, teachers, Higher Education. 1. Introduction Technological developments and teaching methodologies associated with them represent new opportunities in education but also a challenge for teachers of Higher Education institutions. Teachers must face questions regarding whether to implement new teaching methodologies in their courses based on their beliefs on expected outcomes, performance, costs, and benefits. -
Casual Resistance: a Longitudinal Case Study of Video Gaming's Gendered
Running Head: CASUAL RESISTANCE Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions Amanda C. Cote This is an Accepted Manuscript of an article published by Oxford Academic in Journal of Communication on August 4, 2020, available online: https://doi.org/10.1093/joc/jqaa028 . Abstract: Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012-2018), conducted as the rise of casual video games potentially started redefining gaming’s historical masculinization. Analysis shows that participants have negotiated relationships with casualness. While many celebrate casual games’ potential for welcoming new audiences, others resist casual’s influence to safeguard their self-identification as gamers. These results highlight how a medium’s gendered construction may not be salient to consumers, who carefully navigate divides between their own and industrially-designed identities, but can simultaneously reaffirm existing power structures. Further, how participants’ views change over time emphasizes communication’s ongoing need for longitudinal audience studies that address questions of media, identity, and inclusion. Keywords: Video games, gender, game studies, feminist media studies, hegemony, casual games, in-depth interviews, longitudinal audience studies CASUAL RESISTANCE 2 Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions From comic books to soap operas, many media are gendered, associated with masculinity or femininity and with male or female audiences. -
A Casual Game Benjamin Peake Worcester Polytechnic Institute
Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects April 2016 Storybook - A Casual Game Benjamin Peake Worcester Polytechnic Institute Connor Geoffrey Porell Worcester Polytechnic Institute Nathaniel Michael Bryant Worcester Polytechnic Institute William Emory Blackstone Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Peake, B., Porell, C. G., Bryant, N. M., & Blackstone, W. E. (2016). Storybook - A Casual Game. Retrieved from https://digitalcommons.wpi.edu/mqp-all/2848 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. Storybook - A Casual Game Emory Blackstone, Nathan Bryant, Benny Peake, Connor Porell April 27, 2016 A Major Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by Emory Blackstone Nathan Bryant Benny Peake Connor Porell Date: April 2016 Approved: Professor David Finkel, Advisor Professor Britton Snyder, Co-Advisor This report represents the work of one or more WPI undergraduate students. Submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial -
What Is Casual Gaming?
CHAPTER ONE What Is Casual Gaming? Over the past several years, the term “ casual game ” has been bandied about quite a bit. It gets used to describe so many different types of games that the definition has become rather blurred. But if we look at all of the ways that “ casual ” gets used, we can begin to tease out common elements that inform the design of these games: ● Rules and goals must be clear. ● Players need to be able to quickly reach proficiency. ● Casual game play adapts to a player’s life and schedule. ● Game concepts borrow familiar content and themes from life. While all game design should take these issues into account, these elements are of particular importance if you want to reach a broad audience beyond traditional gamers. This book will look at elements that a wide array of casual games share and draw out common lessons for approaching game design. Hopefully it will be of use not just to casual game designers, but to all game designers and even general experience designers as well. Everywhere you look these days, you see impact of casual games. More than 200 million people play casual games on the Internet, according to the Casual Games Association. This audience generated revenues in excess of $2.25 billion in 2007. 1 This may seem meager compared to the $41 billion posted by the entire game indus- try worldwide,2 but casual games currently rank as one of the fastest growing sec- tors of the game industry. As growth in the rest of the industry stagnated, the casual downloadable market barreled ahead. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Gaming in the Classroom: the Next Big Thing Or Hogwash?
Gaming in the Classroom: The Next Big Thing or Hogwash? Ryan Leach This paper was completed and submitted in partial fulfillment of the Master Teacher Program, a 2-year faculty professional development program conducted by the Center for Faculty Excellence, United States Military Academy, West Point, NY, 2019. Even as a child, gaming always fascinated me. Much like reading, gaming allows the gamer to be transported to an alternate reality or timeline in which the fantastic was not only possible, but probable. Even in the late 1980s and early 1990s the promise of video gaming was fantastic. Long gone were the days of simplistic games such as Pong and Donkey Kong representing the zenith of electronic entertainment. As time progressed, so did the complexity of gaming hardware.1 For example, the grandfather of all personal gaming electronic devices, the Atari 6500 series, launched on a then impressive 128 bytes of ram.2 By comparison, Microsoft’s current console, the Xbox One has 1.2e+10 bytes of ram.3 Once crude, simplistic, and shallow, gaming devices had transformed into modern marvels of computer engineering and design. In parallel to the rapid advanced in computer hardware, computer software experienced a golden age as well. What were once crude approximations of relatively simple things, such as Pong’s emulation of two dimensional ping pong, were supplanted by (seemingly) living, breathing, evolving worlds a-la Bethesda Softworks’ Skyrim or Rockstar’s Grand Theft Auto series. Over the course of several decades gaming had had evolved into something far more complex, deep, and rewarding.