scholarly journals The Hidden Potential Within Video Game Consoles

Author(s):  
Michael Mattioli ◽  
Atte Lahtiranta

<div><div><div><p>Video game consoles share many of the characteristics of an ideal device for use in enterprise deployments. In comparison to many desktop and notebook PCs available in the market, modern video game consoles are actually quite powerful and capable. They provide an excellent user experience with simple and intuitive setup and operation. At the heart of the design of many modern video game consoles is security; they are remarkably resilient against very sophisticated hardware and software attacks. They are also rather cost-effective in comparison to modern PCs.</p></div></div></div>

2020 ◽  
Author(s):  
Michael Mattioli ◽  
Atte Lahtiranta

<div><div><div><p>Video game consoles share many of the characteristics of an ideal device for use in enterprise deployments. In comparison to many desktop and notebook PCs available in the market, modern video game consoles are actually quite powerful and capable. They provide an excellent user experience with simple and intuitive setup and operation. At the heart of the design of many modern video game consoles is security; they are remarkably resilient against very sophisticated hardware and software attacks. They are also rather cost-effective in comparison to modern PCs.</p></div></div></div>


2021 ◽  
Author(s):  
Michael Mattioli ◽  
Atte Lahtiranta

<div><div><div><p>Video game consoles share many of the characteristics of an ideal device for use in enterprise deployments. In comparison to many desktop and notebook PCs available in the market, modern video game consoles are actually quite powerful and capable. They provide an excellent user experience with simple and intuitive setup and operation. At the heart of the design of many modern video game consoles is security; they are remarkably resilient against very sophisticated hardware and software attacks. They are also rather cost-effective in comparison to modern PCs.</p></div></div></div>


2020 ◽  
Author(s):  
Michael Mattioli ◽  
Atte Lahtiranta

<div><div><div><p>Video game consoles share many of the characteristics of an ideal device for use in enterprise deployments. In comparison to many desktop and notebook PCs available in the market, modern video game consoles are actually quite powerful and capable. They provide an excellent user experience with simple and intuitive setup and operation. At the heart of the design of many modern video game consoles is security; they are remarkably resilient against very sophisticated hardware and software attacks. They are also rather cost-effective in comparison to modern PCs.</p></div></div></div>


2021 ◽  
Author(s):  
Michael Mattioli ◽  
Atte Lahtiranta

<div><div><div><p>Video game consoles share many of the characteristics of an ideal device for use in enterprise deployments. In comparison to many desktop and notebook PCs available in the market, modern video game consoles are actually quite powerful and capable. They provide an excellent user experience with simple and intuitive setup and operation. At the heart of the design of many modern video game consoles is security; they are remarkably resilient against very sophisticated hardware and software attacks. They are also rather cost-effective in comparison to modern PCs.</p></div></div></div>


2020 ◽  
Author(s):  
Michael Mattioli ◽  
Atte Lahtiranta

<div><div><div><p>Video game consoles share many of the characteristics of an ideal device for use in enterprise deployments. In comparison to many desktop and notebook PCs available in the market, modern video game consoles are actually quite powerful and capable. They provide an excellent user experience with simple and intuitive setup and operation. At the heart of the design of many modern video game consoles is security; they are remarkably resilient against very sophisticated hardware and software attacks. They are also rather cost-effective in comparison to modern PCs.</p></div></div></div>


Author(s):  
Anders Drachen ◽  
Pejman Mirza-Babaei ◽  
Lennart E. Nacke

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.


IEEE Micro ◽  
2021 ◽  
pp. 1-1
Author(s):  
Michael Mattioli ◽  
Atte Lahtiranta

Author(s):  
William J. Shelstad ◽  
Ameer A. Hosein ◽  
Joseph R. Keebler ◽  
Barbara S. Chaparro

The current study investigated three user experience scales, the GUESS-24, the ENJOY, and the UEQ-S scale, as well as their relationship to gameplay continuance and purchasing intention for six popular online games. Results indicated that each of the three scales (GUESS-24, ENJOY, UEQ-S) could be used to predict continuance and purchase intention in the games of interest. The ENJOY and GUESS-24 performed better in predicting continuance intention than the UEQ-S. The GUESS-24 performed the best in terms of predicting purchase intention.


2021 ◽  
Vol 11 (10) ◽  
pp. 4640
Author(s):  
Jordan J. Becker ◽  
Tara L. McIsaac ◽  
Shawn L. Copeland ◽  
Rajal G. Cohen

Background: Alexander technique private lessons have been shown to reduce chronic neck pain and are thought to work by different mechanisms than exercise. Group classes may also be effective and would be cost-effective. Design: A two-group pre-test/post-test design. Participants were assigned to either a general Alexander technique class or an exercise class designed to target neck pain. Both groups met over 5 weeks for two 60 min sessions/week. Participants: A total of 16 participants with chronic neck pain (aged 50+/−16 years) completed this study. Interventions: The Alexander class used awareness-building methods to teach participants to reduce habitual tension during everyday activities. The exercise class was based on physical therapy standard of care to strengthen neck and back muscles thought to be important for posture. Measures: We assessed neck pain/disability, pain self-efficacy, activation of the sternocleidomastoid muscles during the cranio-cervical flexion test, and posture while participants played a video game. Results: Both groups reported decreased neck pain/disability after the interventions. Sternocleidomastoid activation decreased only in the Alexander group. Conclusion: In this small preliminary study, Alexander classes were at least as effective as exercise classes in reducing neck pain and seemed to work via a different mechanism. Larger, multi-site studies are justified.


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