scholarly journals A cookbook method for Persuasive Game Design

Author(s):  
Panote Siriaraya ◽  
Valentijn Visch ◽  
Arnold Vermeeren ◽  
Michaël Bas

Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners. 

2018 ◽  
Vol 7 (3.27) ◽  
pp. 142
Author(s):  
Sri Astuti Indriyati ◽  
. .

A fundamental premise on environmental and behavioral fields involves assumptions about the systematic interrelationships between architecture and patterns of human behavior. The case study conducted was to confirm the needs of specific design methodology in relations to the area of Perception and Human Behavior. The research focused to the extent to which Office Space Performance gives impact on Employee Productivity and Satisfaction. Following that, It was also seen how those affect the behavior of coping. The findings show that there is a significant impact of Spaces’ Performances on Space Satisfaction. Further, there is a significant impact of Space Satisfaction on Coping Behavior and also a significant impact of Spaces’ Performances against Coping behavior. Humanist architecture with architectural behavior approach is required as a Concept of Planning and Architectural Design in the Future. A New Guidelines for Planning and Architectural Design Method for Architectural Design with Behavior concerns is proposed.   


2017 ◽  
Vol 9 (3) ◽  
pp. 361-368 ◽  
Author(s):  
Leonardo (Don) A.N. Dioko

Purpose The purpose of this concluding paper is to distill several guiding principles, as to how communities can manage rapid tourism growth, drawn from the collection of articles in this theme issue. The paper provides a concise, grounded case study to anchor the overall conclusion of the theme issue. Design/methodology/approach It summarizes the essence of the different articles comprising the issue, identifies their common link to the strategic question and highlights the relevance of each. Findings The paper presents six guiding principles for managing rapid tourism growth, ranging from bolstering social support for residents’ livelihood and providing sustainable assistance for small- and medium-sized enterprises (SMEs) to prioritizing community needs for transportation and mobility. Analytic tools to help mitigate the loss of place, identity and heritage and identify optimum levels of visitor numbers are also described. Originality/value The paper underscores problems emanating from rapid tourism growth and seeks to synthesize the disparate ideas on precipitous tourism-induced change by anchoring them largely (but not only) in the specific context of Macao as a highly urbanized city affected by rapid tourism growth.


2008 ◽  
Vol 29 (2) ◽  
pp. 4-13 ◽  
Author(s):  
Sydney Finkelstein ◽  
Charles Harvey ◽  
Thomas Lawton

PurposeThis paper aims to introduce a strategic visioning method called vision by design and to use the example of Harley‐Davidson's corporate regeneration to illustrate how the method works in practice. This approach conceives visioning as a practical tool of management whose power stems from the facilitation of strategic conversations among stakeholders and the reflexive engagement of business leaders in past‐present‐future thinking.Design/methodology/approachThe paper presents a four‐dimensional visioning model that facilitates exploration of both the internal and external contexts of the business. The advantage of the approach lies in breaking down vision into its component parts, lending simplicity and structure to the visioning process. The study employs a case study of the turnaround of Harley‐Davidson to illustrate this method.FindingsThe paper finds that, in undertaking corporate regeneration, Harley‐Davidson's senior management recognized the need for a vision that was comprehensive, inclusive and dynamic, but also realistic and grounded in the history and present circumstances of the business. The visioning process at the company was transformational because it ignited a strategic conversation that went beyond the boardroom to include employees, customers, partners and financiers.Originality/valueThe vision by design method adds value by simplifying the visioning process and focusing on a series of transitions, whereby the emerging vision is rooted squarely in business realities. As the picture of a regenerated enterprise is built up, both internal and external contexts are scrutinized, ensuring that the future vision is consistent and complete, attractive externally and deliverable internally.


2019 ◽  
Vol 142 (6) ◽  
Author(s):  
Federico Tessari ◽  
Renato Galluzzi ◽  
Nicola Amati

Abstract Gerotor machines are internal gear hydraulic devices that present numerous performance benefits with respect to other topologies. For this reason, they find their application in high-efficiency mechatronic devices, such as electro-hydrostatic actuators. When designing gerotor machines either as a motor or pump, there are numerous parameters to choose, with different influences on the mechanical and volumetric efficiency behavior. Some of these aspects have been addressed in previous research works, while other important features like the tooth aspect ratio have been partially or completely neglected. Hence, it is the goal of this paper to present a methodology, as linear and generic as possible, to tackle the design of gerotor units. The proposed design method is numerically validated through a case study, where dedicated computational fluid dynamics models are used to assess the performance of the prototype.


2018 ◽  
Vol 1 (2) ◽  
pp. 1-17
Author(s):  
Tedi Budiman

One example of the growing information technology today is mobile learning, mobile learning which refers to mobile technology as a learning medium. Mobile learning is learning that is unique for each student to access learning materials anywhere, anytime. Mobile learning is suitable as a model of learning for the students to make it easier to get an understanding of a given subject, such as math is pretty complicated and always using formulas.The design method that I use is the case study method, namely, learning, searching and collecting data related to the study. While the development of engineering design software application programs that will be used by the author is the method of Rapid Application Development (RAD), which consists of 4 stages: Requirements Planning Phase, User Design Phase, Construction Phase and Phase Cotuver.


2019 ◽  
Vol 16 (3) ◽  
pp. 417-428
Author(s):  
Özgün Ünver ◽  
Ides Nicaise

This article tackles the relationship between Turkish-Belgian families with the Flemish society, within the specific context of their experiences with early childhood education and care (ECEC) system in Flanders. Our findings are based on a focus group with mothers in the town of Beringen. The intercultural dimension of the relationships between these families and ECEC services is discussed using the Interactive Acculturation Model (IAM). The acculturation patterns are discussed under three main headlines: language acquisition, social interaction and maternal employment. Within the context of IAM, our findings point to some degree of separationism of Turkish-Belgian families, while they perceive the Flemish majority to have an assimilationist attitude. This combination suggests a conflictual type of interaction. However, both parties also display some traits of integrationism, which points to the domain-specificity of interactive acculturation.


2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2021 ◽  
Vol 1 ◽  
pp. 487-496
Author(s):  
Pavan Tejaswi Velivela ◽  
Nikita Letov ◽  
Yuan Liu ◽  
Yaoyao Fiona Zhao

AbstractThis paper investigates the design and development of bio-inspired suture pins that would reduce the insertion force and thereby reducing the pain in the patients. Inspired by kingfisher's beak and porcupine quills, the conceptual design of the suture pin is developed by using a unique ideation methodology that is proposed in this research. The methodology is named as Domain Integrated Design, which involves in classifying bio-inspired structures into various domains. There is little work done on such bio-inspired multifunctional aspect. In this research we have categorized the vast biological functionalities into domains namely, cellular structures, shapes, cross-sections, and surfaces. Multi-functional bio-inspired structures are designed by combining different domains. In this research, the hypothesis is verified by simulating the total deformation of tissue and the needle at the moment of puncture. The results show that the bio-inspired suture pin has a low deformation on the tissue at higher velocities at the puncture point and low deformation in its own structure when an axial force (reaction force) is applied to its tip. This makes the design stiff and thus require less force of insertion.


2018 ◽  
Vol 25 (2) ◽  
pp. 81-91
Author(s):  
Kerstin Kuyken ◽  
Mehran Ebrahimi ◽  
Anne-Laure Saives

Purpose This paper aims to develop a better understanding of intergenerational knowledge transfer (IKT) practices by adopting a context-related and comparative perspective. Design/methodology/approach A qualitative case study design involving 83 interviews and non-participative observation in German and Quebec organizations has been chosen. Findings Two distinctive archetypes of IKT emerge from both national contexts: “we-individualizing” (Germany) and “I-connecting” (Quebec), leading to an eightfold taxonomy of IKT practices. Research limitations/implications This research is limited to young and senior workers and to high-tech sectors. Originality/value Comparative and inductive study of IKT, adaptation of IKT practices to national contexts, retaining younger workers. This inductive and comparative study allows a better adaptation of IKT practices to national contexts and therefore a better retention of younger workers.


2019 ◽  
Vol 22 (4) ◽  
pp. 744-752
Author(s):  
Sisira Dharmasri Jayasekara ◽  
Iroshini Abeysekara

Purpose The purpose of this paper is to discuss the role of digital forensics in an evolving environment of cyber laws giving attention to Bay of Bengal Initiative for Multi-Sectoral Technical and Economic Cooperation (BIMSTEC) countries, comprising Bangladesh, India, Myanmar, Sri Lanka, Thailand, Nepal and Bhutan, in a dynamic global context. Design/methodology/approach This study uses a case study approach to discuss the digital forensics and cyber laws of BIMSTEC countries. The objective of the study was expected to be achieved by referring to decided cases in different jurisdictions. Cyber laws of BIMSTEC countries were studied for the purpose of this study. Findings The analysis revealed that BIMSTEC countries are required to amend legislation to support the growth of information technology. Most of the legislation are 10-15 years old and have not been amended to resolve issues on cyber jurisdictions. Research limitations/implications This study was limited to the members of the BIMSTEC. Originality/value This paper is an original work done by the authors who have discussed the issues of conducting investigations with respect to digital crimes in a rapidly changing environment of information technology and deficient legal frameworks.


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