scholarly journals A conceptual affective design framework for the use of emotions in computer game design

Author(s):  
Penny De Byl

The purpose of this strategy of inquiry is to understand how emotions influence gameplay and to review contemporary techniques to design for them in the aim of devising a model that brings current disparate parts of the game design process together. Emotions sit at the heart of a game player’s level of engagement. They are evoked across many of the components that facilitate gameplay including the interface, the player’s avatar, non-player characters and narrative. Understanding the role of emotion in creating truly immersive and believable environments is critical for game designers. After discussing a taxonomy of emotion, this paper will present a systematic literature review of designing for emotion in computer games. Following this, a conceptual framework for affective design is offered as a guide for the future of computer game design.

2020 ◽  
Vol 24 (6) ◽  
pp. 1315-1342
Author(s):  
Peter Heisig ◽  
Selvi Kannan

Purpose This paper aims to review for the first time existing research literature about the role of gender in creating, sharing and using knowledge in organizations and proposes a conceptual framework to guide future research directions. Design/methodology/approach Based on the systematic literature review method this study collects, synthesizes and analyses articles related to knowledge management (KM) and gender published in online databases by following a pre-defined review protocol. The paper analyses 41 papers published in peer-reviewed journals. Findings The role of gender in KM has been rarely addressed in KM journals and journals with specific emphasis on gender. The existing literature is fragmented, but existing research suggests that knowledge sharing might be influenced by gender. Based on the analysis and synthesis, a conceptual framework is proposed to guide further research on determining if gender matters in KM. Research limitations/implications Academic researchers should aim to include gender-related variables into their KM research to further explore if gender matters in KM. Practical implications The practical implication suggests that managers and knowledge managers should raise awareness about how stereotypes and gendered expectations about role behaviour affect how knowledge and experiences are created and shared within the organization. Social implications The authors believe that a better understanding of knowledge handling and gendered role expectations at the workplace could also have an impact beyond organizational boundaries. Originality/value The paper presents the first comprehensive systematic literature review of the article published on knowledge creation, sharing and usage and gender and provides a conceptual framework for future research.


2019 ◽  
Vol 11 (2) ◽  
pp. 235-247 ◽  
Author(s):  
Alison Beard-Gunter ◽  
David Geraint Ellis ◽  
Pauline Anne Found

Purpose Voluntary participation, feedback loops, rules and goals are key elements of total quality management (TQM). The purpose of this paper is to determine if these four elements which make TQM successful are the same elements that make computer games successful. If this is the case, what are the implications for developers of Human Computer Interfaces (HCI) in Industry 4.0. Design/methodology/approach This paper is a systematic literature review of recent literature on engagement in games and user experiences and HCI design for industry followed by interpretation of the literature. The findings from the literature review are analysed and compared to TQM. Findings Good game design and TQM share four key components: goals, rules, a feedback system (including rewards) and voluntary participation. There is an opportunity for HCI developers to use a user experience lens inherent in games evolution and to expand on the design and motivational elements that have made games and TQM successful at motivating and engaging. Kuutti’s (1995) proposal of activity theory puts forward a promising framework for making systems engaging. There are positive implications merging good games design and TQM in socio-technic systems which could improve engagement and quality in companies implementing in Industy 4.0. Research limitations/implications The implications of achieving increased engagement in HCI systems similar to those seen in companies that have successfully implemented TQM could lead to greater productivity in companies operating in the highly technical environments of Industry 4.0. Originality/value The originality of this paper is threefold: first, a description of the origins in industry of voluntary participation, feedback loops, rules and goals and their relationship to TQM; second, a systematic literature review of the same elements in computer games design; and third, the implications for developers of HCI systems in Industry 4.0.


Author(s):  
Anil Kumar ◽  
Preeti Bhaskar ◽  
Simon Peter Nadeem ◽  
Mrinal Tyagi ◽  
Jose Arturo Garza-Reyes

Sustainability is a key aspiration of most businesses as they face pressure from regulatory authorities as well as consumer demand for sustainable products. Sustainability discussion often revolves around the areas of raw materials, product and process design and innovation. However, the role of human resources is least discussed in this regard. This research utilises a systematic literature review approach to explores the concept of Sustainable Human Resource Management (SHRM) and identifies the indicators, drivers, barriers, and benefits of SHRM adoption. Based on the findings, an integrated conceptual framework that can be utilised by organisations for developing a long-lasting sustainability adoption through SHRM is proposed.


2000 ◽  
Vol 28 (3) ◽  
pp. 263-275 ◽  
Author(s):  
Glenn Gordon Smith ◽  
Barry Grant

The prospect of making computer games has often be used to “hook” students into learning programming or cognitive skills. There is, however, little research on using computer game design classes to teach computer skills. This article provides an answer to the question: Can a computer game design course employing the new generation of game authoring tools set middle school students on the path of learning a broad and sophisticated range of computer skills? The answer, based on the senior author's experiences teaching such a course eight times is, Yes. Students learned: an authoring system specifically designed for creating computer games; Windows 95 file management and other basic computer literacy skills; how to integrate outputs from several programs in one project—a form of computer literacy vital for multi-media designers; “if-then-else” logic; and rudimentary knowledge of programming with real-time events. Students also mastered a process for creating unique games and developed skills as autonomous learners.


2012 ◽  
Vol 6-7 ◽  
pp. 1041-1044
Author(s):  
Xin Rui Gao ◽  
De Qing Zhao ◽  
Ping Ping Yao

In this thesis, the two 3D computer games were designed by Java 3D. In the first game, by using 3DMax, one aircraft carrier, one helicopter, submarines, warships, and destroyer escorts etc were designed. By using Loader3DS of MicrocrowLoader in Loader3DS1_2.jar or ModelLoader of Java 3D, these 3D models are loaded into the Java 3D. The second 3D game displays the 3D fighting and collision of tanks. This function is very important for the 3D game design. By using textures, the different appearances of 3D models were designed. By using Java 3D classes such as Alpha and PositionPathInterpolator and Sounds etc, the motions of 3D models and interactions and the sounds were defined.


Author(s):  
Nazirah Mohamad Abdullah ◽  
◽  
Shuib Rambat ◽  
Mohammad Hafiz Mohd Yatim ◽  
Abdullah Hisam Omar ◽  
...  

2021 ◽  
Vol 13 (14) ◽  
pp. 7683
Author(s):  
Amila Omazic ◽  
Bernd Markus Zunk

Public sector organizations, primarily higher education institutions (HEIs), are facing greater levels of responsibility since adopting and committing to the Agenda 2030 for Sustainable Development (SD) and its 17 Sustainable Development Goals (SDGs). HEIs are expected to provide guidance for various stakeholders on this matter, but also to implement this agenda and the SDGs in their institutions. Although the role of these organizations has been recognized, the fields and issues that HEIs should address on their path towards sustainability and SD are still unclear. To provide further clarity, a semi-systematic literature review on sustainability and SD in HEIs was conducted to identify both the key concepts and main research themes that represent sustainability and SD in HEIs and to identify research gaps. This review increases our knowledge of this topic and enhances our understanding of sustainability and SD in the context of HEIs.


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