Exergames to Motivate People for Physical Activity

Total Page:16

File Type:pdf, Size:1020Kb

Exergames to Motivate People for Physical Activity Die approbierte Originalversion dieser Diplom-/ Masterarbeit ist in der Hauptbibliothek der Tech- nischen Universität Wien aufgestellt und zugänglich. http://www.ub.tuwien.ac.at The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology. http://www.ub.tuwien.ac.at/eng Exergames to Motivate People for Physical Activity DIPLOMARBEIT zur Erlangung des akademischen Grades Diplom-Ingenieurin im Rahmen des Studiums Medieninformatik eingereicht von Astrid Rauscha, BSc Matrikelnummer 1027444 an der Fakultät für Informatik der Technischen Universität Wien Betreuung: Associate Prof. Dipl.-Ing. Dr. Hilda Telliogluˇ Mitwirkung: Senior Lecturer Mag. Roman Ganhör Wien, 20. Dezember 2016 Astrid Rauscha Hilda Telliogluˇ Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.ac.at Exergames to Motivate People for Physical Activity DIPLOMA THESIS submitted in partial fulfillment of the requirements for the degree of Diplom-Ingenieurin in Media Informatics by Astrid Rauscha, BSc Registration Number 1027444 to the Faculty of Informatics at the TU Wien Advisor: Associate Prof. Dipl.-Ing. Dr. Hilda Telliogluˇ Assistance: Senior Lecturer Mag. Roman Ganhör Vienna, 20th December, 2016 Astrid Rauscha Hilda Telliogluˇ Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.ac.at Erklärung zur Verfassung der Arbeit Astrid Rauscha, BSc 1030 Wien Hiermit erkläre ich, dass ich diese Arbeit selbständig verfasst habe, dass ich die verwen- deten Quellen und Hilfsmittel vollständig angegeben habe und dass ich die Stellen der Arbeit – einschließlich Tabellen, Karten und Abbildungen –, die anderen Werken oder dem Internet im Wortlaut oder dem Sinn nach entnommen sind, auf jeden Fall unter Angabe der Quelle als Entlehnung kenntlich gemacht habe. Wien, 20. Dezember 2016 Astrid Rauscha v Acknowledgements I wish to thank all those, who helped me in some form or another to write this thesis. Without them, I could not have completed my work and made it to this wonderful project and elaboration, that it is. First, I would like to thank my thesis supervisor Associate Prof. Dipl.-Ing. Dr. Hilda Tellioˇglufor guiding and narrowing down my work. She consistently allowed this paper to be my own work, but steered me in the right direction whenever she thought I needed it. I would also like to thank my second supervisor Senior Lecturer Mag. Roman Ganhör, who always answered my questions fast and accurately, and made suggestions to improve my work to the highest quality. I am gratefully indebted to his very valuable comments on this thesis and that he and Associate Prof. Dipl.-Ing. Dr. Hilda Tellioˇgluagreed to supervise me even across borders. Furthermore, I would like to thank all reviewers and test persons, who participated volun- tarily and without any refund in my user tests. Without their feedback and suggestions of improvements, it would have not been possible for me to create a game, which fits the users’ needs and requirements, and to see and experience my project from a different view. I am very thankful to all reviewers and test persons, who took time to review my prototypes conscientiously, precisely and passionately. I would also like to thank my parents, who have always supported me in all my decisions and steps in my life. They have never doubted about me, but stood by my side and encouraged me throughout my years of study. Finally, I want to thank my boyfriend Viktor for supporting me during the time of writing this thesis and proofreading parts of it. He has been always there for me and made me smile. Thank you. "Gratitude is the memory of the heart." - Jean-Baptiste Massieu, Priest vii Abstract In the last years, the increased number of overweight and obese people worldwide has become a serious problem, wherefore it is important to prevent adiposity. Proper and balanced nutrition, as well as sports are relevant steps in the fight against overweight and obesity. An effective approach in motivating people to physical activity are multiplayer exergames, which are supposed to support socializing and fun. The aim of this master’s thesis is to investigate, if exergames can motivate people to physical activity. Therefore, an extensive literature review was conducted by examining different theoretical fields in order to gain first an overview and then a deepened know- ledge about motivation, fitness applications, exergames, avatars, digital pets and game mechanics. Special attention was paid on social game mechanics for finding an approach to support socializing. Based on the results of the literature review, a prototype of a mobile exergame, where users own a digital pet and can interact with other people, was implemented. In order to create a prototype adjusted to the users’ needs, a human-centred design process was performed by applying various research methods, such as sketches, wireframes, mock-ups, personas and scenarios. Within a subsequent user study, the prototype was tested to investigate, if the concept of a mobile social digital pet exergame can motivate people to physical activity. The results of the study showed that the game, and especially the multiplayer mode, were well appreciated by the test persons, since they liked the social aspect and to interact with other people. Furthermore, the results showed that almost all of the test persons would use a final version of the game in their daily life in collaboration with a friend, whereby short-term curiosity and long-term motivation were not taken into account. However, the participants were engaged by the exergame to do physical activity. ix Kurzfassung In den letzten Jahren stieg die Anzahl an übergewichtigen Menschen weltweit so hoch, dass dies zu einem ernsten Problem wurde. Aus diesem Grund ist es wichtig, Adipositas vorzu- beugen. Sowohl richtige und ausgewogene Ernährung, als auch Sport sind nur einige wenige Beispiele für wichtige Schritte im Kampf gegen Fettleibigkeit. Multiplayer-Exergames sind wirksam bei der Motivation zu Sport, wenn sie Spaß und soziale Interaktion unterstützen. Das Ziel dieser Diplomarbeit ist es, herauszufinden, ob Exergames Menschen zur phy- sischen Betätigung motivieren können. Aus diesem Grund wurde eine umfangreiche Literaturrecherche, bei der verschiedene theoretische Themengebiete untersucht wurden, durchgeführt. Zuerst wurde sich ein Überblick über die Themenbereiche Motivation, Fitnessapplikationen, Exergames, Avatare, digitale Tiere und Spielmechaniken verschafft, und anschließend ein vertieftes Wissen darüber angeeignet. Besondere Aufmerksamkeit galt sozialen Spielmechaniken, um eine Herangehensweise zu finden, die Sozialisierung unterstützt. Basierend auf den Ergebnissen der Literaturrecherche wurde ein Prototyp eines mobilen Exergames entwickelt, bei dem die Benutzer und Benutzerinnen ein di- gitales Tier besitzen und mit anderen Menschen interagieren können. Um einen den Benutzerbedürfnissen entsprechenden Prototyp zu erstellen, wurde ein benutzerzentrierter Designprozess durchgeführt, bei dem verschiedene Forschungsmethoden, wie zum Beispiel Skizzen, Wireframes, Mock-ups, Personas und Szenarios, angewandt wurden. Innerhalb einer anschließenden User Study wurde der Prototyp getestet, um herauszufinden, ob das Konzept eines mobilen, sozialen Exergames, in dem ein digitales Tier das sportliche Verhalten der Benutzer und Benutzerinnen widerspiegelt, Menschen zu physischer Betäti- gung animieren kann. Die Ergebnisse der Studie zeigten, dass das Spiel und besonders der Mehrspielermodus von den Testpersonen sehr gut angenommen wurden, weil die Probanden und Probandinnen den sozialen Aspekt und die Tatsache, dass sie mit ande- ren Menschen interagieren können, mochten. Des Weiteren zeigten die Ergebnisse, dass nahezu alle Testpersonen eine finale Version des Spiels in Kollaboration mit Freunden und Freundinnen im Alltag verwenden würden, wobei die Faktoren kurzzeitige Neugier und Langzeitmotivation nicht in Betracht gezogen wurden. Die Testpersonen waren durch das Exergame motiviert, Sport zu treiben. xi Contents Acknowledgements vii Abstract ix Contents xiii 1 Introduction 1 1.1 Motivation and Aim of the Thesis . 2 1.2 Structure of the Thesis . 3 2 Background 5 2.1 Motivation . 5 2.2 Fitness Applications and Exergames . 11 2.3 Avatars and Digital Pets . 21 2.4 Game Design . 28 3 Methodology 35 3.1 Literature Research . 35 3.2 Human-Centred Design . 36 3.3 User Study . 40 4 Implementation 43 4.1 Design Process . 43 4.2 Functional Prototype . 62 5 User Tests 75 5.1 Review Sketches . 75 5.2 Review Wireframes . 77 5.3 Review Mock-ups . 85 5.4 User Tests of Functional Prototype . 91 6 Conclusion and Future Work 105 6.1 Summary . 105 6.2 Future Work . 107 xiii 6.3 Resume . 108 List of Figures 109 List of Tables 111 Acronyms 113 Bibliography 115 Appendix 123 Sketches Appendix . 123 Wireframes Appendix . 126 ............................................127 Mock-ups Appendix . 132 .............................................133 User Tests Appendix . 134 CHAPTER 1 Introduction According to the World Health Organization in 2015, the number of overweight and obese people has doubled in the last 35 years. 39% of adults aged 18 and above were overweight worldwide in 2014. This strong increase is a severe problem, since adiposity can lead to serious illnesses, such as cardiovascular diseases, musculoskeletal disorders, diabetes and different types of cancer, or death. Therefore, it has become even more important to reduce and prevent overweight and obesity. Proper
Recommended publications
  • Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
    UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy.
    [Show full text]
  • Roadmap on Serious Games in Companies On
    Roadmap on Serious Games in Companies Version -1.0_10/09/2014 Page 1 of 33 Table of Contents 1 INTRODUCTION ............................................................................................................................................3 1.1 Corporate SGs SoA overview................................................................................................................4 1.2 Basic classification of corporate SGs ....................................................................................................6 1.3 Game type/technology:........................................................................................................................7 2 SGs in companies – Roadmap Topics ...........................................................................................................8 2.1 Topic 1: Corporate SG Applications......................................................................................................9 2.1.1 State of the Art ...........................................................................................................................9 2.1.2 Vision and Gap ......................................................................................................................... 11 2.1.3 Research Challenges ................................................................................................................ 12 2.2 Topic 2: Evidence of SG Outcomes in Companies ............................................................................. 14 2.2.1 State of the Art
    [Show full text]
  • Review Article an Overview of Serious Games
    Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 358152, 15 pages http://dx.doi.org/10.1155/2014/358152 Review Article An Overview of Serious Games Fedwa Laamarti,1 Mohamad Eid,2 and Abdulmotaleb El Saddik1,2 1 Multimedia Communications Research Laboratory, School of Electrical Engineering and Computer Science, University of Ottawa, 800 King Edward Avenue, Ottawa, ON, Canada K1N 6N5 2 Division of Engineering, New York University Abu Dhabi, Abu Dhabi, P.O. Box 129188, Abu Dhabi, UAE Correspondence should be addressed to Abdulmotaleb El Saddik; [email protected] Received 12 May 2014; Revised 10 September 2014; Accepted 16 September 2014; Published 15 October 2014 Academic Editor: Daniel Thalmann Copyright © 2014 Fedwa Laamarti et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in thefield of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy.
    [Show full text]
  • Review Article an Overview of Serious Games
    Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 358152, 15 pages http://dx.doi.org/10.1155/2014/358152 Review Article An Overview of Serious Games Fedwa Laamarti,1 Mohamad Eid,2 and Abdulmotaleb El Saddik1,2 1 Multimedia Communications Research Laboratory, School of Electrical Engineering and Computer Science, University of Ottawa, 800 King Edward Avenue, Ottawa, ON, Canada K1N 6N5 2 Division of Engineering, New York University Abu Dhabi, Abu Dhabi, P.O. Box 129188, Abu Dhabi, UAE Correspondence should be addressed to Abdulmotaleb El Saddik; [email protected] Received 12 May 2014; Revised 10 September 2014; Accepted 16 September 2014; Published 15 October 2014 Academic Editor: Daniel Thalmann Copyright © 2014 Fedwa Laamarti et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in thefield of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy.
    [Show full text]
  • University of California Santa Cruz
    UNIVERSITY OF CALIFORNIA SANTA CRUZ Buddytale An Exploration of Virtual Pets and Our Relationships to Them A thesis paper submitted in partial satisfaction of the requirements for the degree of MASTER OF FINE ARTS in DIGITAL ARTS AND NEW MEDIA By Evie Chang December 2020 This Thesis of Evie Chang is approved by: ____________________________________________________ Assistant Professor Elizabeth Swensen, Chair ____________________________________________________ Professor Robin Hunicke ____________________________________________________ Assistant Professor Susana Ruiz ___________________________ Quentin Williams Acting Vice Provost and Dean of Graduate Studies TABLE OF CONTENTS Table of Contents………………………………………………………….…………..…..…..... iii List of Figures………………………………………………………………….…….………..….. iv Abstract………………………………………………………………………….............................. v Dedication………………………………………………………………………............................ vi Acknowledgement……………………………………………………………………….……… vii Buddytale: What and Why………………………………………………….………………….. 1 Prototype Reflection……………………………………………………………….………….….. 7 Prior Art: Games I thought About a Lot …………………………………….……….…... 13 Old School Virtual Pets: From Tamagotchi to Nintendogs, and More …........ 18 [Virtual] Pet Cemetery: Mortality in a Digital Context…………………………...… 29 Disposability and Authenticity in Simulated Relationships ……………….…… 36 Conclusion……………………………………………………………………………………….…… 39 Bibliography………………………….……………………………………………………………….40 iii LIST OF FIGURES Figure 1: “Players can choose between three buddies…”
    [Show full text]
  • The Use of Serious Games in the Corporate Sector
    The Use of Serious Games in the Corporate Sector A State of the Art Report Author: Lynda Donovan, Pedagogical Lead December 2012 In Confidence. For Internal Use Only. Copyright © Copyright Learnovate Centre 2012. All rights reserved. No part of this document protected by this copyright may be reproduced or utilised in any form, or by any means electronic or mechanical, (including photocopying, recording, or by any information storage and retrieval system) without prior written permission. Page | 1 Table of Contents Table of Figures ...................................................................................................................................... 4 1 Executive Summary .................................................................................................................... 5 2 Introduction .................................................................................................................................. 7 3 The Pedagogy of Games-based Learning .................................................................................. 8 3.1 Motivation and Engagement ................................................................................................... 8 3.2 Constructivism ......................................................................................................................... 9 3.3 Cognitive Apprenticeship ...................................................................................................... 10 3.4 Experiential Learning ...........................................................................................................
    [Show full text]
  • Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education
    International Journal of Geo-Information Article Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education Vít Pászto 1,2,* , Jiˇrí Pánek 3 , René Glas 4 and Jasper van Vught 4 1 Department of Geoinformatics, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech Republic 2 Department of Informatics and Applied Mathematics, Moravian Business College Olomouc, tˇr.Kosmonaut ˚u1, 77900 Olomouc, Czech Republic 3 Department of Development and Environmental Studies, Palacký University Olomouc, 77146 Olomouc, Czech Republic; [email protected] 4 Department of Media and Culture Studies, Utrecht University, Muntstraat 2-2A, 3512 EV Utrecht, The Netherlands; [email protected] (R.G.); [email protected] (J.v.V.) * Correspondence: [email protected] Abstract: Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game Citation: Pászto, V.; Pánek, J.; Glas, to complement this aspect. The main goal is to discuss the design process that went into creating R.; van Vught, J.
    [Show full text]
  • Game Dev Tycoon Large Games Guide
    Game Dev Tycoon Large Games Guide Impudent Sebastiano electrolyse her bearableness so grimly that Homer maculate very altogether. Collative Byron unhumanized snootily. Burton remains ecstatic after Ignacio water genuinely or anneal any biomes. Start your next game game dev tycoon games guide, the persistent data is Dotlan EVE Maps Sov Map. Yes you did praise an updated guide. More mods Explore all mods. Agf runs the game dev blog. Arbordale Zoo is tall large AZA accredited zoological park located close community the Great Smokey Mountains in North Carolina. She decided to second at the Ark Encounter because it wanted money first gospel to be meaningful and to thread a difference. Something jarred about my whole incident. The prostitutes had only brought in lettuce entertain, not necessarily anything more, suppose the possibility and the assumption of more extensive services were there. Powered by Blogger Theme images by Michael Elkan. The gamer has unique fight with a move of survivors and myself a wall number of Zombies undead. Several other options allow right to learn abilities, specialisations or unlock special features. Game Dev Tycoon Combos Cheat List: time And Great Genre. There simply to be a homeland, something that would reach her accident law. Sneaky Sasquatch, PUBG Mobile, Brawl Stars. Seriously, Warzone Dudes, that is mad nice because, even the boots look somewhat practical. Just what he reached the sight the first lag of pain over him. Game Dev Tycoon Beginner Success Guide: Tips, Tricks And Strategy For salary Great Games. Then this game is could you. Robux for Roblox can produce you to increase your practice experience and apply more fun with playing roblox games.
    [Show full text]
  • A Survey Study on Personality Traits and Motivational Affordances
    !"#$%&'()*+,*'#-"*"./0'1)2)3'*)%&4/5/67#8"+/6*7.+/%&/ !"#$%&'()*+/9#')*$/'&./:%*)8'*)%&'(/522%#.'&3"$/ Yuan Jia1, Bin Xu2, Yamini Karanam1, Stephen Voida3 1School of Informatics and Computing 2Information Science 3Dept. of Information Science Indiana University–Indianapolis (IUPUI) Cornell University University of Colorado Boulder Indianapolis, IN 46202 USA Ithaca, NY 14853 USA Boulder, CO 80309 USA {jiayuan,ykaranam}@iupui.edu [email protected] [email protected] 5;69<5=9/ education, commerce, health, intra-organizational systems, While motivational affordances are widely used to enhance innovation, data gathering, and sustainable consumption [3, user engagement in “gamified” apps, they are often 5, 22, 47]. employed en masse. Prior research offers little guidance about how individuals with different dispositions may Gamification employs the use of interface affordances to react—positively and negatively—to specific affordances. In motivate users to engage in the systems with “gameful” this paper, we present a survey study investigating the experiences [9, 11]. These specific affordances are often relationships among individuals’ personality traits and referred to as motivational affordances. The most common perceived preferences for various motivational affordances motivational affordances used in gamification are Points, used in gamification. Our results show that extraverts tend to Badges, and Leaderboards [1, 5, 38]. Other affordances be motivated by Points, Levels, and Leaderboards; people found in academic studies and commercial
    [Show full text]
  • VIDEO GAMES and HISTORY LEARNING by Kattika Prapajit A
    VIDEO GAMES AND HISTORY LEARNING by Kattika Prapajit A Thesis Submitted in Partial Fulfilment of the Requirements for the Degree of Master of Science in Mass Communication Middle Tennessee State University 2014 Thesis Committee: Dr. Jason B. Reineke, Chair Dr. Ken Blake Dr. Clare Bratten i ABSTRACT Research in areas such as Bandura’s social learning theory and cognitive learning, suggest that humans learn and gain knowledge in many aspects of life. This principle may be extended to the learning of historical information from playing video games. Therefore, people could tend to learn about history from playing games with historical content. To collect the useful data for future research on using video games to teach history, this research aimed to explore which genre, ESRB rating, and the type of video game platform has the most historical content. A content analysis was done to analyze the data collected from the top 10 video games of all time from each genre listed in three video game websites, namely: www.ign.com,www.gamefaqs.com, and www.gametrailers.com in October 2013. The result of the study showed that the sports video game genre had the most historical content. The ESRB rating that had the most historical content was E for Everyone. Finally, games on the computer platform had the most historical content. With this information, researchers and instructors who study history, learning, or video games may be better able to find video games that suit their needs. ii TABLE OF CONTENTS Introduction……………………………………………………………………………………………………………………..1
    [Show full text]
  • Toward Visualization for Games: Theory, Design Space, and Patterns Brian Bowman, Niklas Elmqvist, Member, IEEE, and T.J
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 1 Toward Visualization for Games: Theory, Design Space, and Patterns Brian Bowman, Niklas Elmqvist, Member, IEEE, and T.J. Jankun-Kelly, Member, IEEE Abstract—Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. In this paper, we use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will potentially have on the design and development of game and visualization technology in the future. Index Terms—Computer games, video games, interactive entertainment, entertainment, visualization, game analytics. F 1 INTRODUCTION and use it to mark special achievements and unlock new content. For example, the multiplayer version IDEO and computer games have a long history of the recent Call of Duty: Black Ops [57] first-person of using visual representations of data to convey V shooter collects vast amounts of statistics about player information to the player; for example, colored bars performance, and not only uses this to award special are routinely used to present vitals—health, energy, titles, emblems, and equipment to players as they play and magical power—of the player character and are the game, but also to aggregate all statistics (such as accordingly often called “healthbars” (Figure 1(a)), the number of shots fired worldwide, the number of and many games use overhead maps to show the cumulative feet fallen by all players, or the number locations of entities in the game world.
    [Show full text]
  • Challenges of Business Simulation Games — a New Approach of Teaching Business
    Chapter 10 Challenges of Business Simulation Games — A New Approach of Teaching Business Andrej Jerman Blažič and Franc Novak Additional information is available at the end of the chapter http://dx.doi.org/10.5772/61242 Abstract Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to in‐ crease visualisations and challenge the student creativity. They have the potential to sig‐ nificantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support training and learning focused on the management of economic processes. They have been proven to be useful in empower‐ ing and mediating learning business content. This chapter addresses the simulation busi‐ ness games used in the educational process by analysing selected popular games regarding their properties that are considered as important in the learning process. The first part presents a short introduction in the field of business games and the approach used in selection of the studied games. The next part provides a review of related articles and brief overview of the state of the art that has guided the selection of business simula‐ tion games to be analysed and assessed. The game parameters used in the assessment have been defined and described. The analysis and the assessment report are followed with brief concluding remarks. Keywords: Serious Games, Business Simulation Games, E-Learning, Problem-Based Learning, Education 1. Introduction Digital games have the potential to change the landscape of education as we know it.
    [Show full text]