{"title":"Designing Tourism Websites for Children: Guidelines and Experimental Results","authors":"A. Dattolo, F. Luccio, C. March, Eleonora De Riu","doi":"10.4108/eai.5-1-2018.155084","DOIUrl":"https://doi.org/10.4108/eai.5-1-2018.155084","url":null,"abstract":"The children use digital devices and begin to navigate on the Web when they are 10.3 years old (on average); furthermore, in each family, their preferences and needs are relevant in the choice of tourism destinations. Nevertheless, there is a scarcity of studies on children travel and of websites, specifically designed for them, based on their own perspectives. In this work, we discuss the importance of conceiving and creating usable and accessible websites for children, and propose guidelines relative to their design, structure, navigation, language, and the gamification. We applied these guidelines two case studies: the first one is a dedicated section of the tourism website of a Naturalistic Oasis located close to Treviso, in Italy, the second one is a website for tourism activities dedicated to families that want to visit the city of Venice, Italy. In both cases, we present experimental results. Received on 31 May 2018; accepted on 22 June 2018; published on 13 September 2018","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"227 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131989628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Hedonic recycling: Using gamification and sensory stimuli to enhance the recycling experience","authors":"Miralem Helmefalk, Joacim Rosenlund","doi":"10.4108/eai.13-7-2018.164262","DOIUrl":"https://doi.org/10.4108/eai.13-7-2018.164262","url":null,"abstract":"INTRODUCTION: Recycling is not commonly perceived as hedonic, fun or experiential. While previous studies have emphasised the importance of functional attributes and solutions for improving waste recycling in bins, the potential for recycling as an experience has not been explored thoroughly. OBJECTIVES: This study employs the perspective of gamification, environmental psychology and sensory marketing to provide new perspectives on hedonic recycling. METHODS: A focus group design was used to explore how experiential cues may influence cognition, emotion and behaviour when recycling waste in bins. Four focus group discussions were employed and analysed thematically. RESULTS: Findings show that while utilitarian attributes were most critical for participants, there are solutions that can be experientially modified to not disturb the waste separation process. These modifications include digital feedback and information of one’s impact on the environment. Other sensory and gamified modifications were discussed with their potential effects on emotion and behaviour in mind. CONCLUSION: A new conceptual framework was developed, which combined mechanics from gamification and sensory cues as experiential cues. This framework was used to explore various different responses. The model indicates potential relationships between recycling and experiential cues that can be empirically investigated.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"30 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125697550","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Usability of serious games for the training of people with dementia","authors":"C. Dietlein, B. Bock","doi":"10.4108/eai.11-7-2019.159946","DOIUrl":"https://doi.org/10.4108/eai.11-7-2019.159946","url":null,"abstract":"Dementia is a progressive syndrome affecting executive and motor functions. Serious gaming (SG) is an emerging treatment. However, its added benefit is difficult to establish since standardized usability evaluations are missing. We apply a recently developed observer-rated scale to determine the usability of two SG scenarios for people with dementia (PwD). Raters watched video recordings of a SG (MobiAssist) played by PwD and a virtual city through which healthy older adults walked. Raters completed the scale for both data sets and gave a prospective rating of VR city used by PwD. Usability was highest for MobiAssist, intermediate for VR city by healthy older persons, and lowest for the prospective rating of VR city used by PwD. The difference between the highest and the lowest data set was statistically significant with moderate magnitude but seems not substantial enough to exclude PwD from cognitively demanding training environments (e.g. VR city).","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121865516","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploring design guidelines for fostering citizen engagement through information sharing: Local playgrounds in The Hague","authors":"G. Slingerland, S. Lukosch, T. Comes, F. Brazier","doi":"10.4108/eai.13-7-2018.162636","DOIUrl":"https://doi.org/10.4108/eai.13-7-2018.162636","url":null,"abstract":"Citizens’ engagement in their neighbourhood community is pivotal for cities to effectively deal with future transitions. Knowing what is going on and having access to the neighbourhood network are important conditions for this. Although prior research has studied ways to foster information sharing between citizens, the underlying assumptions and design choices are often not made explicit. This research identifies design guidelines for playgrounds: physical and virtual spaces where citizens can exchange information about their neighbourhood. A focus group, a workshop and a case study of an existing playground design were performed in The Hague, NL, the context of this research. A set of eight guidelines was identified, covering how to select playground locations, which information to include, and how to design the interaction between citizens. These guidelines inform designers how to create urban playgrounds for citizens to meet, interact, and collaborate to create engaged communities.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129454298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Impact of Visual Style on User Experience in Games","authors":"Stephen Garver, N. Adamo-Villani, H. Dib","doi":"10.4108/eai.5-1-2018.153535","DOIUrl":"https://doi.org/10.4108/eai.5-1-2018.153535","url":null,"abstract":"Garver, Stephen A. M.S., Purdue University, August 2015. The Impact of Visual Style on User Experience in Games. Major Professor: Nicoletta Adamo-Villani and Nicholas Dib. The visual style in a game is an aspect of user experience that is often neglected in user experience studies in games. Visual style is often reflective of the tone that a game designer intends to convey or the assumption of what the intended audience would prefer, and it is an important aspect of how a player experiences a game. This thesis investigated how visual style impacts user experience, by observing user experience from two different approaches, moment and memory-based experiences (engagement and enjoyment), through the manipulation of style in a game. The manipulated aspects of visual style were color and form. While the impact of color and form on experience is inconclusive, visual preference by a player does appear to be indicative of whether or not a player will be engaged and enjoy an experience. In order to properly control any unknown variables, the demo being used for this study was made by the researcher, providing the flexibility to manipulate the style as necessary.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130136851","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Be Civic: An Immersive Serious Game","authors":"Yoselie Alvarado, Roberto Guerrero, F. Serón","doi":"10.4108/eai.5-1-2018.153534","DOIUrl":"https://doi.org/10.4108/eai.5-1-2018.153534","url":null,"abstract":"Nowadays, serious games are one of the biggest existing industries and it is still growing steadily in many sectors. Particularly, the use of virtual worlds and serious games in education is growing. This paper introduces the development of a serious game in an immersive learning environment for teaching Civics. The work’s idea is to develop a game to motivate, educate and train learners on civic rules by placing users in different civic roles and giving them agency to address real-world problems and issues. In order to improve the user’s experience, the game was developed to work in a cave-like immersive environment by using a conversational character for a new kind of Human-Computer Interface. The game includes static and dynamic 3D environments, allowing players to share the experience of navigation in the scene among the users, even geographically distributed. In order to evaluate the game’s performance, a between groups experiment with thirty participants was designed. Received on 10 November 2016; accepted on 13 July 2017; published on 5 January 2018","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132800357","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"e-Commerce in Africa: The Case of Nigeria","authors":"E. Ibam, O. Boyinbode, M. Afolabi","doi":"10.4108/eai.5-1-2018.153536","DOIUrl":"https://doi.org/10.4108/eai.5-1-2018.153536","url":null,"abstract":"Africa holds 15 % of world’s population with an across sector infrastructure investments average returns of 15 to 20%. The diverse location of people living within the continent makes intercity, interstate, or inter-country transactions difficult and where it does happens, comes with huge transaction cost. This creates a wide gap in Africa’s regional economy, resulting in wide spread of poverty, intra and inter regional conflicts within the continent. E-commerce provides a viable platform for bridging the gap in African economies. However, its adaptability and sustainability becomes a major concern. The level of development of e-commerce and its impact on the economy are analysed. Results show that e-commerce has made positive impact on the African economies but lack of trust on transactions within and from the continent is major challenge. Therefore, investment in e-commerce infrastructure in Africa (with more emphasis on Nigeria) will lead to rapid economic development within the continent.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115284013","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Influence of Dissociated Mechanisms of Gamification on the Learning of Reading","authors":"Raphaël Marczak, P. Hanna, Christine Hanna","doi":"10.4108/eai.4-1-2018.153529","DOIUrl":"https://doi.org/10.4108/eai.4-1-2018.153529","url":null,"abstract":"The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in first-year primary class and the fundamental research on the motivation of the players/learners, detailing an experiment based on a game specifically developed, named QCM. QCM considers the learning worksheets issued from the Freinet pedagogy using various gameplay mechanisms. The main contribution of QCM in relation to more traditional games is the dissociation of immersion mechanisms, in order to improve the understanding of the user experience. This game also contains a system of gameplay metrics, the analysis of which shows a relative increase in the motivation of students using QCM instead of paper worksheets, while revealing large differences in students behavior in conjunction with the mechanisms of gamification employed. Received on 12 September 2017; accepted on 30 October 2017; published on 4 January 2018","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115025109","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Application of Anthropomorphic Gamification within Transitional Healthcare: A conceptual framework","authors":"N. M. Tuah, G. Wills, A. Ranchhod","doi":"10.4108/eai.4-1-2018.153530","DOIUrl":"https://doi.org/10.4108/eai.4-1-2018.153530","url":null,"abstract":"This paper proposes a framework for the application of anthropomorphic interfaces in gamification for transitional healthcare. The framework bridges the theories around anthropomorphic research, gamification research, transitional health research, with the views of 15 field experts and a survey of 33 users. Patients in transitional healthcare process requires additional tools to assist them in following the transitional process, particularly in learning and managing their health condition. A different design of anthropomorphic interface applied within gamification could help to motivate the patients in going through their transition process, and thus may result in a change of behaviour towards self-manage. The framework consists of four factors; elements of an anthropomorphic interface, game elements for gamification, motivational elements, and requirements for transitional healthcare. Through triangulation of the literature, experts and users, these four factors were considered to be important and relevant elements of the framework. This validated the framework for anthropomorphic interfaces in gamification for transitional healthcare applications.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122706713","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Enhancing Proficiency Acquisition in Gameplay Design: An Approach Based on Project Based Learning","authors":"K. Raies, Maha Khemaja, Yemna Mejbri","doi":"10.4108/eai.4-1-2018.153532","DOIUrl":"https://doi.org/10.4108/eai.4-1-2018.153532","url":null,"abstract":"Game Based Learning Systems (GBLSs) constitute motivating learning environments. However, despite of many years of research in the area, this kind of system has been used only in a few real learning situations since, its design, development and adaptation still face several barriers. In fact, GBLS design is a complex process. It requires the intervention of actors with specific skills and expertise. Unfortunately, novice game designers, who do not have enough skills inspired from both, educational systems and video games, cannot create relevant and successful GBLSs. To tackle this issue, we propose to assist designers through an Intelligent Tutoring System with good pedagogical practices where learning theories, game designers profiles and skills evaluation are taken into account. This paper, presents an approach that aims to enhance expertise knowledge acquisition for and during the gameplay design. The proposed approach is based on Project Based Learning (PBL) as well as IMS LD specifications.","PeriodicalId":203496,"journal":{"name":"EAI Endorsed Trans. Serious Games","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127912931","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}