To Be or Not to Be Stuck, or Is It a Continuum?

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-35
Author(s):  
Tobias Drey ◽  
Fabian Fischbach ◽  
Pascal Jansen ◽  
Julian Frommel ◽  
Michael Rietzler ◽  
...  

Players can get stuck in video games, which impedes their process to their goal and results in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for learning. Currently, it is not easily possible to assess if a player is stuck, as no widely accepted definition of "being stuck" in games exists. We conducted 13 expert interviews and a systematic literature review with 104 relevant papers selected from 4022 candidates. We present a definition of "being stuck" that conceptualizes the state as a continuum and contextualize it within related concepts. Our stuck continuum can be applied to regulate the player's stuck level. We propose a taxonomy of measures that are useful for the detection of the level of stuckness and discuss the effectiveness of countermeasures. Our stuck concept is crucial for game developers creating an optimal player experience in games.

2021 ◽  
pp. 088541222199424
Author(s):  
Mauro Francini ◽  
Lucia Chieffallo ◽  
Annunziata Palermo ◽  
Maria Francesca Viapiana

This work aims to reorganize theoretical and empirical research on smart mobility through the systematic literature review approach. The research goal is to reach an extended and shared definition of smart mobility using the cluster analysis. The article provides a summary of the state of the art that can have broader impacts in determining new angles for approaching research. In particular, the results will be a reference for future quantitative developments for the authors who are working on the construction of a territorial measurement model of the smartness degree, helping them in identifying performance indicators consistent with the definition proposed.


2021 ◽  
Vol 11 (20) ◽  
pp. 9543
Author(s):  
Nicolás Matus ◽  
Cristian Rusu ◽  
Sandra Cano

Students’ experiences have been covered by a large number of studies in different areas. Even so, the concept of student experience (SX) is diffuse, as it does not have a widely accepted meaning and is often shaped to the specific purposes of each study. Understanding this concept allows educational institutions to better address the needs of students. For this reason, we conducted a systematic literature review addressing the concept of SX in higher education, specifically aiming at undergraduate students. In this work, we approach the concept of SX from the perspective of customer experience (CX), based on the premise that students are users of higher education institutions’ products, systems and/or services. We reviewed articles published between 2011 and 2021, indexed in five databases (Scopus, Web of Sciences, ACM digital, IEEE Xplore and Science Direct), trying to address research questions concerning: (1) the SX definition; (2) dimensions, attributes and factors that influence SX; and (3) methods used to evaluate the SX. We selected 65 articles and analyzed various SX definitions, as well as scales and surveys to evaluate SX, mainly relating to satisfaction and quality in higher education. We propose a holistic definition of SX and recommend ways to achieve its better analysis.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


Author(s):  
Thaísa C. Lacerda ◽  
Juliane V. Nunes ◽  
Christiane Gresse von Wangenheim

In this chapter, we discuss the importance of evaluating the usability of mobile applications using tools and technics that consider their specific characteristics. One common way to evaluate usability is using heuristics. However, since many assumptions regarding usability of computer applications are not true for mobile applications, a question arises: does there exist usability heuristics specific for this type of device? To answer this question, we conducted a systematic literature review. We mapped the encountered sets of heuristics to Nielsen's ten heuristics and identified additional ones specifically proposed for this kind of device. Our review indicates that research with respect to usability heuristics for mobile phones are still sparse. Nevertheless, this chapter provides an overview on the state of the art that can guide the design and evaluation of interfaces for mobile applications as well as provide a starting point for the evolution of such customized heuristics.


Gamification ◽  
2015 ◽  
pp. 515-540
Author(s):  
Thomas Hainey ◽  
Thomas M. Connolly ◽  
Yaëlle Chaudy ◽  
Elizabeth Boyle ◽  
Richard Beeby ◽  
...  

Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG application developers and educationalists are how the learning is assessed and how assessment is integrated into a SG application. This chapter presents the results of a systematic literature review on assessment integration in SG and highlights the state of the literature in this area by outlining important papers to act as a guide for educationalists tackling this important issue. This chapter defines assessment and discusses formative and summative assessment and embedded and external assessment. A discussion of traditional assessment approaches and assessment approaches in SG are presented along with a discussion of existing frameworks for the integration of assessment into a SG application. The chapter presents a number of examples of assessment in serious games.


2019 ◽  
Vol 30 (3) ◽  
pp. 590-606 ◽  
Author(s):  
Arvind Upadhyay ◽  
Shaheda Akter ◽  
Lindsay Adams ◽  
Vikas Kumar ◽  
Nikhil Varma

PurposeThe purpose of this paper is to investigate the role of the different circular business models (CBMs) in the manufacturing and service sector and apply this in the context of the food industry (FI), through a systematic literature review of related published journals and articles. The research study is designed to illustrate the impact of CBMs in the manufacturing and service sectors through a combination of real-life examples and direct references to existing literature.Design/methodology/approachThe underlying research study follows a systematic literature review approach where the relevant CBMs are explored in the context of the manufacturing and service sector (FI.) The journals most cited in the context of CBMs and their implication in the manufacturing and service sector were chosen for this study. There was no fixed timeframe applied to complete the research. A total of 54 articles were selected which referenced: discussion in the context of the concept of CBMs; different types of CBM; definition of the manufacturing sector; definition of the service sector (FI); application of different CBMs in these two sectors; and included a comparison of the application of CBMs. In total, 40 of the 54 articles were shortlisted for best relevance and used in the research study.FindingsThe underlying research study was limited to 40 articles and the data contained within them. The article search was limited to the keywords of the CBM; the implication of CBM; the CBM in manufacturing (textiles); circular business in service (FI); and comparison and application of the CBM.Practical implicationsThe final analysis demonstrates that circular business promotes sustainability by allowing companies to generate maximum return from given resources and reach zero waste targets. Greater customer satisfaction is also achieved through service innovation that cuts down negative impact on the environment. These findings are relevant and applicable to the FI.Originality/valueA review of existing literature showed that whilst there is significant research on the implications of the CBM in general, there has been little focus on the use of different CBMs specifically in the manufacturing and service industry (FI). This research study is designed to tease out the specific benefits of CBMs in this context, highlighting the contribution they can make to efficiency in both the manufacturing and service sectors (FI) through useful comparison.


Robotics ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 109
Author(s):  
Uwe Jahn ◽  
Daniel Heß ◽  
Merlin Stampa ◽  
Andreas Sutorma ◽  
Christof Röhrig ◽  
...  

Mobile robotics is a widespread field of research, whose differentiation from general robotics is often based only on the ability to move. However, mobile robots need unique capabilities, such as the function of navigation. Also, there are limiting factors, such as the typically limited energy, which must be considered when developing a mobile robot. This article deals with the definition of an archetypal robot, which is represented in the form of a taxonomy. Types and fields of application are defined. A systematic literature review is carried out for the definition of typical capabilities and implementations, where reference systems, textbooks, and literature references are considered.


Author(s):  
Monica Thiel

Purpose – Beginning with a multitude of differing definitions and theories of CSR and sustainability, an analysis of the effects and impacts of the social domain to remain an untapped resource to strengthen and merge the practice of sustainable development. The paper aims to discuss these issues. Design/methodology/approach – Utilizing a systematic review of literature between 1977 and 2013 about CSR and sustainability definitions and theories to reveal knowledge fragmentation in the use of the social domain and its implications within sustainable development. Findings – Identifies the gaps of the social domain in sustainable development and raises awareness to advance sustainable development beyond current sustainable development strategies, initiatives and practices. The pertinent publications from the inclusion and exclusion criteria in the systematic literature review were analyzed to determine how the social domain is used and interpreted in CSR and sustainability. Based upon the findings, four themes represent the social domain as socio-economics, stakeholders, societal well-being and social sustainability with suggestions for further research. Research limitations/implications – The systematic literature review searched one academic search engine and focussed on journals and books written in English. Originality/value – The contribution of the paper highlights, first, how an underdeveloped social domain can contribute toward multiple meanings of sustainable development and the social domain’s untapped capacity to develop a clearer standard definition of sustainable development and second, the potential to advance competitive advantage for corporations and governments.


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