scholarly journals Developing a novel psychographic-behavioral qualitative mapping method for exergames

2021 ◽  
Vol 8 (2) ◽  
pp. 87-107
Author(s):  
James Smith ◽  
Matthew D Lee ◽  
Louise A Ellis ◽  
Kiran Ijaz ◽  
Kathleen Yin

Location-based augmented reality games, used in several smartphone devices, have the potential to improve health outcomes by transforming gaming from a sedentary leisure pursuit to an active leisure pursuit thus having positive physical, psychological and social implications. We consider two games, Harry Potter: Wizards Unite and Pokémon GO, by qualitatively mapping both psychographic and behavioral data to profile groups of players to fully understand how we can better design location-based augmented reality exergames to improve exercise and health. Data was collected through an online open-ended, text-box survey (proforma) hosted on Qualtrics, with participants reached via virtual snowballing. The proforma was posted on four subreddit forums dedicated to Harry Potter: Wizards Unite and Pokémon GO for two weeks, and 1052 participants responded. Our study aligns with a deductive category application, with all highlighted excerpts coded using a predetermined coding scheme. Overall, three themes were identified: 1) Player Loyalty, 2) Player Involvement and 3) Player Constraints. We conclude that psychographic constraints experienced can negatively influence player preference and behavior. However, psychographic enablers such as player involvement with the franchise and player loyalty toward the brand can act to sustain continued gameplay across different player types and should not be underestimated as a powerful influence in decision-making, choice behavior, and behavior change (to improve exercise and health).

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2020 ◽  
Vol 1 (1) ◽  
pp. 15-18
Author(s):  
Helmi Ismunandar ◽  
Ahmad Fauzi ◽  
Rani Himayani ◽  
Soraya Rahmanisa

Latar Belakang: Augmented reality merupakan teknologi pengolahan gambar dan grafis  komputer untuk menggabungkan konten digital ke dunia nyata. Pokemon Go merupakan salah satu game berbasis augmented reality yang mengharuskan pemainnya berburu monster di tempat yang berlokasi di dunia nyata. Pemain Pokemon Go beresiko mengalami kecelakaan saatmereka fokus pada layar smartphone sehingga mengabaikan lingkungan sekitarnya. Tujuan:Tujuan pengabdian ini adalah peningkatan pengetahuan dan kesadaran terhadap terjadinya trauma muskuloskeletal pada anak pengguna smart phone yang bermain game berbasis augmented reality. Metode: Pengabdian ini direncanakan menggunakan metode penyuluhan danpembagian kuisioner (pretes dan postes). Hasil: Kegiatan penyuluhan dan skreening ini diikuti oleh 50 orang yang terdiri dari orangtua, siswa, dan guru TK Titah Bunda yang datang menghadiri penyuluhan. Setelah dilakukan kegiatan penyuluhan, nilai hasil pengamatan (postes) didapatkan meningkat. Hampir semua peserta sudah paham sebanyak 47 peserta (94%), sementara 3 (6%) peserta lagi nilai post test <80. Kesimpulan: Setelah mendapatkan penyuluhan terdapat peningkatan pengetahuan masyarakat mengenai cedera saat bermain permainan berbasis augmented reality


2018 ◽  
Vol 116 ◽  
pp. 49-63 ◽  
Author(s):  
Alberto Ruiz-Ariza ◽  
Rafael Antonio Casuso ◽  
Sara Suarez-Manzano ◽  
Emilio J. Martínez-López

2017 ◽  
Vol 3 (1) ◽  
pp. 130-143 ◽  
Author(s):  
Fabio Cristiano ◽  
Emilio Distretti

Augmented reality enables video game experiences that are increasingly immersive. For its focus on walking and exploration, Niantic’s location-based video game Pokémon Go (PG) has been praised for allowing players to foster their understanding and relationship to surrounding spaces. However, in contexts where space and movement are objects of conflicting narratives and restrictive policies on mobility, playing relies on the creation of partial imaginaries and limits to the exploratory experience. Departing from avant-garde conceptualizations of walking, this article explores the imaginary that PG creates in occupied East Jerusalem. Based on observations collected in various gaming sessions along the Green Line, it analyzes how PG’s virtual representation of Jerusalem legitimizes a status quo of separation and segregation. In so doing, this article argues that, instead of enabling an experience of augmented reality for its users, playing PG in East Jerusalem produces a diminished one.


2021 ◽  
Vol 5 (2) ◽  
pp. 174
Author(s):  
Naimah Naimah ◽  
Wahyu Setyaningsih

  Abstract Clean and Healthy Living Behavior (CHLB) is an effort to improve health quality through clean and healthy daily life behaviors. The problem of health behavior in children is related to personal hygiene, the environment, and the emergence of various diseases that often attack children. One of the preventive measures is to teach CHLB to children as early as possible by using interesting and easy-to-understand media for children. This study aims to determine the effect of a combination of a pop-up book and poster media on the ability of CHLB children aged 6-12 years. This study used a cross-sectional approach with 90 respondents divided into 3 groups. Collecting data using a questionnaire and analyzed by univariate, bivariate, and multivariate. The results showed that 66.67% of respondents had knowledge in the sufficient category and 10% in the less category before being given a combination of the two methods. Each respondent experienced a significant change in their knowledge. Statistical testing with MANOVA analysis on the comparison between treatment groups on knowledge, attitudes, and behavior obtained a calculated F value of 172,000 with a significance of <0.001 indicating that there were significant differences between treatment groups on knowledge, attitudes, and behavior. The use of pop-up books and posters can be used in the learning process because they have a major impact on increasing children's knowledge, attitudes, and behavior in an effort to maintain health through clean and healthy living behaviors. 


2008 ◽  
pp. 897-921 ◽  
Author(s):  
Claudio Kirner ◽  
Tereza G. Kirner

This chapter introduces virtual reality and augmented reality as a basis for simulation visualization. It shows how these technologies can support simulation visualization and gives important considerations about the use of simulation in virtual and augmented reality environments. Hardware and software features, as well as user interface and examples related to simulation, using and supporting virtual reality and augmented reality, are discussed, stressing their benefits and disadvantages. The chapter intends to discuss virtual and augmented reality in the context of simulation, emphasizing the visualization of data and behavior of systems. The importance of simulation to give dynamic and realistic behaviors to virtual and augmented reality is also pointed out. The work indicates that understanding the integrated use of virtual reality and simulation should create better conditions to the development of innovative simulation environments as well as to the improvement of virtual and augmented reality environments.


2017 ◽  
Author(s):  
A Rodríguez Serrano ◽  
M Martín-Núñez ◽  
S Gil-Soldevila

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