Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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    1145 research outputs found

    Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games

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    Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To address this conceptual gap, we conducted a systematic review using thematic synthesis to distinguish between types of realism currently found in the digital games literature. We contribute qualitative themes that showcase contradictory design goals of realism/unrealism. From these themes, we created a framework (i.e., a hierarchical taxonomy and mapping) of realism dimensions in digital games as a conceptual foundation. Our themes and framework enable a workable specificity for designing or analyzing types of realism, equip future work to explore effects of specific realism types on PX, and offer a starting point for similar efforts in non-game applications

    Aus Italien oder doch aus Spanien? Aus Italien!

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    Does physicality enhance the meaningfulness of gamification? : transforming gamification elements to their physical counterparts

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    Gamification has been shown to successfully help users in reaching their goals, and enhancing their user experience. However, it has also been criticized for adding arbitrary rewards to non-game activities, which is often perceived as being meaningless. To counter this, we investigate whether physical gamification, i.e. transforming virtual gamification elements (such as points or leaderboards) to their physical counterparts, is perceived as more meaningful by users. Based on an elicitation lab-study (N=12), we contribute concrete transformations from virtual to physical gamification elements and derive design recommendations for physical gamification systems. Next, we use these recommendations to implement a prototype for the gamification elements points and leaderboard. In a subsequent lab experiment, we investigate the perception of physical gamification elements and compare our prototype to its virtual counterpart (N=12). Our results show that physical gamification elements are perceived as significantly more persuasive and more meaningful than their virtual counterparts

    ,Bildung gestaltet Zukunft‘ – Soziale Arbeit zwischen Bildung und Stadtentwicklung [Einleitung]

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    Damit Ziele wie Bildungsgerechtigkeit und sozialer Zusammenhalt verfolgt werden können, braucht es Orte wie die ›Bildungswerkstatt‹ der Landeshauptstadt Saarbrücken, an denen zukunftsweisende Konzepte entwickelt und erprobt werden. Der Sammelband knüpft an partizipationsorientierter Stadtentwicklung an und zeigt dabei Möglichkeiten auf, wie Bildungsgerechtigkeit sozialräumlich im migrationsgesellschaftlichen Kontext gefördert werden kann. Schlüsselthemen unserer Zeit werden dabei theoretisch reflektiert und anhand Erfahrungen aus der Praxis sozialräumlicher Arbeit illustriert

    Turning Users' In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS Framework

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    Adaptive gamification answers the need to customize engagement strategies because users are motivated by different game elements and mechanics. To better understand these individual preferences, user modelling is vital. However, gameful designers must make many decisions on matching profiling data to actual adaptation strategies, which makes modelling particularly challenging. The lack of a standardized and guided process for adaptive gamification hinders replicability, comparability, and complicates making adaptation dynamic. In this study, we analyzed a persuasive gameful application (Play\&Go) to show how in-game behaviours can be translated into adaptation strategies. We used an existing adaptation framework (PEAS) grounded in the games and gamification literature. Our work demonstrates the suitability of the PEAS model as a shared, standardized method for adaptive gamification and shows how it can guide the process of transforming user behaviours into actionable adaptation strategies

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    Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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