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In this paper we present a framework for the generation of content for massively multiplayer online games (MMO). We study several MMO games in order to understand common properties and present an open framework that aims to ease the development of content for this type of games by reducing developer effort and storage requirements. A consequence is the reduction of game development cost and the increase...
This study investigated the use of mobile-mediated communication (MMC) with computational intelligence in a task-based learning (TBL) exercise for an English as a foreign language (EFL) class in Taiwan. Students used LINE, an instant messaging application, to send English-language messages to one another while completing an online game that simulates an archaeological expedition in an ancient Egyptian...
Software design patterns provide well-known solutions to recurring problems faced by developers. However, not all developers are proficient with the use of design patterns. To facilitate developers in this regard, we propose a design pattern usage examples retrieval system. The retrieval is based on analyzing the developer's development context to provide design pattern usage examples from projects...
The City hall of Surabaya has a website that allows Surabaya citizen to write a proposal of Surabaya development. This websites also give information to the citizen about response of government toward the proposals which are uploaded by citizen. However, the status of the proposals cannot be monitored by citizen using the website. Therefore, a web application Monitoring dan Visualisasi Musrenbang...
In tag-word disambiguation, a word is assigned to a specific context chosen among the different ones to which it is related. Relatedness to a context is often defined based on the co-occurrence of the target word with other words (context words) in sentences of a specific corpus. The overall disambiguation process can be thought as a classification process, where the context words play the role of...
There exists a gap in knowledge between scientists and the larger non-scientist public. Therefore, much of the information provided to the public regarding research that should influence their decisions is often misunderstood. In order to eliminate, or at the very least, minimize this gap, there is a need to educate non-scientists about research methods and experimental design. In order to address...
Out of the recent popularity of downloadable contents (DLC) among video game manufacturers has resurfaced the issue of versioning of information goods. The central idea behind the DLC strategy, zero-day DLCs in particular, is that consumers who find the base version of a game to be sufficiently close to their tastes would want more of it and pay a premium to upgrade by purchasing a DLC. To better...
Earlier mobile game studies have largely focused on the pre-adoption phase while ignoring the post-adoption behaviors. Additionally, while intrinsic factors are often considered important in affecting game play, little research has attempted to understand their antecedents. To fill these gaps we examine the role of perceived enjoyment as a driver of mobile game's continued use, and the antecedents...
Written language as a symbolic medium of expression plays an important role in communications. In particular, written words communicated online can provide indications of an actor's behavioral intent. This paper describes an ongoing investigation into the interconnectivity between words and actions for a deceptive insider on group dynamics in virtual team collaboration. An experiment using an online...
This paper presents the concept and implementation of Questlab, a web-based platform for Gamification of seminars and classes. It will show how game elements and game mechanics can be used in learning environments and will present all aspects of the implemented platform. These aspects contain several game mechanics like avatars, experience points, achievements and some others. Combined with a usable...
Social Networking Sites (SNS) offer online games to their users. The evolution of social network games in the Philippines is very popular today. The aims of this study are to identify the factor that most affects the reason why people continued plays social network games in the Philippines. This study views on-line games as entertainment technology and their behavior in using this social network games...
Staying physically active is essential to wellbeing in late life. However, many older adults experience barriers to physical activity. Past research has investigated the development of playful interactive systems to support exercise routines and reduce access barriers. Yet, little research has been done on older adults' needs and preferences regarding technologies that support physical activity. We...
The current study aims to distinguish between two perspectives dominating the mobile phone addiction literature, addiction to a mobile phone and addiction through a mobile phone (i.e. addiction to mobile phone application). We extend state-of-the-art addiction literature by building on dual-systems theory and investigating both perspectives in the same theoretical model. We empirically test our model...
Introducing technical concepts to students with little to no technical background can be a challenging task for any teacher to achieve. The concept of gamification has been introduced recently as a method to motivate students by taking a variety of techniques found in popular games, and adding them into educational modules. Extending from this notion, it has been found that capture the flag (CTF)...
Interpersonal trust and reciprocation are crucial factors in peer-to-peer online interactions. In order to shed more light on the association of user interface (UI) design and trusting as well as reciprocating behavior, we consider a computerized trust game with different interface background colors, red and blue, namely. We locate our work within recent NeuroIS theory, linking UI background color...
The increasing spread of electronic entertainment systems and content delivery networks have changed how individuals make choices for their leisure time. Users can choose not only between different activities, e.g. sports, movies, but also between different technologies for the same activities. While the initial adoption of technologies received a lot of attention, there is hardly any research concerned...
Traditional retailers are facing strong competition from e-commerce. One way to meet this challenge is to follow the marketing movement of focusing on customer experiences. This transformation is based on the notion of engaging customers and one way to drive this engagement is through gamification to support value creation. In this study, we have identified variables affecting intentions to use gamified...
This article is an exploratory approach of the different strategies used in higher education institutions for implementing serious games. In the complex and often slow-moving education sector, serious games are challenging not only the learners and teachers' practices but also the organizations' strategies. What performance criteria can be used in this specific context to evaluate the training? What...
In this study we conceptualize a gamified system for companies to be used in IT-backed ideation processes. We conducted two rounds of expert interviews in German and Austrian companies focusing on the challenges and obstacles of gamification systems within an enterprise setting. We then drew from the gamification literature and established eight stimuli, for a conjoint analysis. The survey among 75...
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