“A Spoonful of Game Design Makes the Work-Out More Fun”

Author(s):  
William R. Upchurch ◽  
Susan M. Wildermuth

Gamification is the concept of infusing elements of gameplay (competition, incentives, story/narrative, collaboration, problem-solving, etc.) into non-game activities in order to make those activities more compelling. Recently, game designers have begun stressing the need for greater “maturity” in the field of gamification with greater focus on the importance of designing applications for optimal user experience. One hurdle to achieving maturity in the field is the fact that even gamification experts question “What exactly are the essential elements of gameplay that optimize user engagement and enjoyment?” Thus, the goal of the current chapter is to provide a comprehensive listing of the elements of gameplay that are essential to user engagement, and to provide examples of how each of those elements has been applied successfully in game design in the past. The chapter reviews 14 essential gameplay elements including: chance, control, creativity, completion, spectacle, status, strategy, unification, rules, narrative, recognition, collaboration, escapism, and enjoyment.

2017 ◽  
Author(s):  
Eugenia Isabel Gorlin ◽  
Michael W. Otto

To live well in the present, we take direction from the past. Yet, individuals may engage in a variety of behaviors that distort their past and current circumstances, reducing the likelihood of adaptive problem solving and decision making. In this article, we attend to self-deception as one such class of behaviors. Drawing upon research showing both the maladaptive consequences and self-perpetuating nature of self-deception, we propose that self-deception is an understudied risk and maintaining factor for psychopathology, and we introduce a “cognitive-integrity”-based approach that may hold promise for increasing the reach and effectiveness of our existing therapeutic interventions. Pending empirical validation of this theoretically-informed approach, we posit that patients may become more informed and autonomous agents in their own therapeutic growth by becoming more honest with themselves.


Author(s):  
Gordon Tao ◽  
Bernie Garrett ◽  
Tarnia Taverner ◽  
Elliott Cordingley ◽  
Crystal Sun

Abstract Background High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games. Methods We searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design. Findings We identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies. Conclusion HMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.


2021 ◽  
Vol 7 (1) ◽  
pp. 519-539
Author(s):  
Thiago Minete Cardozo ◽  
Costas Papadopoulos

Abstract Museums have been increasingly investing in their digital presence. This became more pressing during the COVID-19 pandemic since heritage institutions had, on the one hand, to temporarily close their doors to visitors while, on the other, find ways to communicate their collections to the public. Virtual tours, revamped websites, and 3D models of cultural artefacts were only a few of the means that museums devised to create alternative ways of digital engagement and counteract the physical and social distancing measures. Although 3D models and collections provide novel ways to interact, visualise, and comprehend the materiality and sensoriality of physical objects, their mediation in digital forms misses essential elements that contribute to (virtual) visitor/user experience. This article explores three-dimensional digitisations of museum artefacts, particularly problematising their aura and authenticity in comparison to their physical counterparts. Building on several studies that have problematised these two concepts, this article establishes an exploratory framework aimed at evaluating the experience of aura and authenticity in 3D digitisations. This exploration allowed us to conclude that even though some aspects of aura and authenticity are intrinsically related to the physicality and materiality of the original, 3D models can still manifest aura and authenticity, as long as a series of parameters, including multimodal contextualisation, interactivity, and affective experiences are facilitated.


2020 ◽  
Vol 17 (1) ◽  
pp. 37-48 ◽  
Author(s):  
Florian Mundhenke

Audience research proves that possibilities of interaction in i-docs are often not fulfilled by the user, who is not really part of a ‘work in progress’ (as intended by the makers). With the shift and development of new digital formats (360-degree-films, nonfictional VR experiences, AR apps), the question of the possible interactive potential should be addressed once again. Since VR projects are fully immersive (mostly using head-mounted displays), there is no possible distraction from outside on the one hand. On the other hand, there is a shift from the computer game style aesthetic of early i-docs, with their pure spatial arrangement of events, to a more inclusive digital storytelling modality with the user experiencing his own world-building. This will be discussed with taking into consideration the non-fictional VR experience as a mode of actively combining immersion and storytelling for a satisfactory user experience. Afterwards two very different examples of nonfictional VR production will be presented, and their modalities will be briefly touched; the utilized approach and its user response will be discussed. A look at the future of possible developments concludes the essay.


2015 ◽  
Vol 42 (4-5) ◽  
pp. 429-439
Author(s):  
Boğaç Erozan

Established in 1923, Turkey has been a republic without a dominant republican conception of liberty. A chance to install such a conception was missed in the early republican period and never recaptured. The republic was unable to get rid of vestiges of the authoritarian tradition of the past. Centuries-old authoritarian tradition persisted well into the recent and the contemporary periods. Presenting ample evidence, the article underlines the weight of history and the legacy of authoritarian mentality that promoted the use of authority, not liberty, in political problem-solving. The initial failure to abandon an authoritarian problem-solving approach proved fateful for the chances of the deepening of democracy in Turkey.


2021 ◽  
Author(s):  
Majdi Sabahelzain ◽  
Rik Crutzen ◽  
Mohamed Moukhyer ◽  
Hans Bosma ◽  
Bart van den Borne

BACKGROUND WHO described Vaccine hesitancy in 2019 as one of the top 10 threats to global health in high, and low, and middle-income countries. Various communication approaches have been used to engage the public about vaccines and immunization such as mass media and e-health strategies. With the expansion in the use of communication technologies in health in recent years, websites have increasingly been used to support vaccine acceptance and demand and thus increase vaccine uptake. We recently established a web-based intervention called the Tat3im initiative website in Sudan. It aims to increase uptake of vaccines in Sudan by increasing knowledge and addressing issues related to vaccine hesitancy and vaccine safety in the Arabic language OBJECTIVE This article describes the processes that we used to develop and improve this website including the creation of its content. METHODS These processes were informed by using and combining three sources including, Garrett’s user experience framework as a basis for the development, the WHO Vaccine Safety Net's (VSN) criteria for good information practices (i.e. credibility, content (quality and quantity), design and accessibility criteria), and previous relevant research that assessed the local context in Sudan. RESULTS We found that using such evidence as well as combining the VSN's criteria and previous research findings in the five planes of Garrett's framework enabled us to cover many essential elements of user experience and to address issues related to the website’s strategy and content. CONCLUSIONS As the website may be limited due to the high rates of illiteracy as well as relatively low internet use in Sudan, we suggest using social marketing to promote the use of the website as well as monitoring and evaluating the website and users’ experience using different approaches such as visitor traffic and qualitative measures.


2015 ◽  
Vol 27 (2) ◽  
pp. 203-206 ◽  
Author(s):  
Leo Sher

Abstract A malpractice lawsuit is in the legal category of an action in tort, which is a demand for compensation for the damages that have occurred. For a physician to be found liable to a patient for malpractice, four essential elements must be proved to sustain an assertion of malpractice: duty, negligence, harm, and causation. The incidence of malpractice litigation in the field of psychiatry is increasing. The most common malpractice claim related to psychiatric practice is the failure to provide reasonable protection to patients from killing themselves. A psychiatrist should be able to evaluate suicide risk on the basis of all available information, including patient responses to direct and indirect questions, known risk factors, information on how the patient behaved under similar circumstances in the past, and collateral information. Reasonable care necessitates that a patient who is either thought of being or established to be suicidal must be the subject of some precautions. A failure either to soundly assess a patient’s suicide risk or to employ an appropriate safety plan after the suicide potential becomes foreseeable is likely to make a physician liable if the patient is harmed because of a suicide event. It is imperative for a psychiatric office or facility to have a good documentation. Careful documentation of evaluations and treatment interventions with a description of changes related to the patient’s clinical condition indicates clinically and legally appropriate psychiatric care.


2021 ◽  
Vol 44 (spe2) ◽  
pp. 151-168
Author(s):  
Chienkuo Mi

Abstract: I have argued that the Analects of Confucius presents us with a conception of reflection with two components, a retrospective component and a perspective component. The former component involves hindsight or careful examination of the past and as such draws on previous learning or memory and previously formed beliefs to avoid error. The latter component is foresight, or forward looking, and as such looks to existing beliefs and factors in order to achieve knowledge. In this paper, I raise the problem of forgetting and argue that most of contemporary theories of knowledge have to face the problem and deal with the challenge seriously. In order to solve the problem, I suggest a bi-level virtue epistemology which can provide us with the best outlook for the problem-solving. I will correlate two different cognitive capacities or processes of “memory” (and “forgetting”) with the conception of reflection, and evaluate them under two different frameworks, a strict deontic framework (one that presupposes free and intentional determination) and a more loosely deontic framework (one that highlights functional and mechanical faculties). The purpose is to show that reflection as meta-cognition plays an important and active role and enjoys a better epistemic (normative) status in our human endeavors (cognitive or epistemic) than those of first-order (or animal) cognition, such as memory, can play.


2019 ◽  
Author(s):  
Amany Annaggar ◽  
Rüdiger Tiemann

<p>The aim of this study is to present how to implement the constructive learning theory and self-determination theory into a video game. This video game is designed as a new kind of teaching tool for chemistry concepts and as an assessment tool for domain-specific problem-solving competence, by applying a problem-solving model and the factors of self-determination theory through game elements. These types of video games are designed not only to have fun and motivate students, but also to help the teachers and educators to assess their students according to their weaknesses and strengths in each particular phase of the competence. Thus, educators could improve their teaching strategy or use the tools to improve weak areas. Based on this idea, we developed ALCHEMIST. ALCHEMIST targeted the 9th-grade students in the German chemistry curriculum. The scientific content is about acids, bases, and indicators, and is designed and based on the problem-solving model to access this competence of the students. The 3D game framework was chosen for this game since it makes the game efficient, interactive and drives it into more virtual reality. The designing process was complicated, as it includes multidisciplinary work across psychology, design, scientific content, development and programming, which makes it challenging. To cover these points, we followed a game design model, adding some steps to cover the educational needs and the aim of the game.</p><p>In order to make the game more effective and interactive, and to drive it into a more virtual world, the 3D game framework was chosen for this game since for this age group a 3D educational game is expected to be more effective (Gunter et al, 2008; Terzidou et al, 2012) . Moreover, the use of avatars in the 3D virtual environment establishes non-verbal communication (NVC) features, which can foster collaboration interactions, and enhance the student’s ability to apply abstract knowledge later in reality (Dede, 1992; Tsiatsos and Terzidou, 2010). The log file provided shows the player points and gameplay path which indicates the performance levels for each problem set. Also, it can help teachers to evaluate each particular phase of problem-solving competence. After the success of the development of our game-based theoretical background, it will be tested and validated by experts in chemistry education. This validation process should examine if the problem-solving model is correctly applied and test the significance of the game design, scientific content and the game’s objective.</p><p>It may also be of interest to develop such video games with scientific content and educational background in other fields. It also would be a success for the scientist to apply the scientific content through a fantasy 3D video game to the students at different ages to have fun, to learn, and to assess their competencies.</p>


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