Int. J. Gaming Comput. Mediat. Simulations最新文献

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The Effects of Fully and Partially In-Game Guidance on Players' Declarative and Procedural Knowledge With a Disaster Preparedness Serious Game 在备灾严肃游戏中,完全和部分游戏内部指导对玩家陈述性和程序性知识的影响
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-10-01 DOI: 10.4018/ijgcms.2020100102
Ting Zhou, C. S. Loh
{"title":"The Effects of Fully and Partially In-Game Guidance on Players' Declarative and Procedural Knowledge With a Disaster Preparedness Serious Game","authors":"Ting Zhou, C. S. Loh","doi":"10.4018/ijgcms.2020100102","DOIUrl":"https://doi.org/10.4018/ijgcms.2020100102","url":null,"abstract":"Studies suggest that serious games are useful tools for disaster preparedness training, but few have examined if instructional factors differentially affect the learning outcomes. This study investigated the effects of players' gaming frequency, prior knowledge, and in-game guidance received on their declarative and procedural knowledge in a disaster preparedness serious game. Findings showed that gaming frequency was not a significant predictor for learning outcomes. By contrast, players' prior knowledge, the types of in-game guidance received, and the interaction between the two were all significant predictors for the acquisition of declarative knowledge and development of procedural knowledge. The interaction term revealed a moderator effect, indicating that the relationship between a player's prior knowledge and learning outcomes was affected by the type of in-game (full or partial) guidance received.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130899550","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}
引用次数: 1
Coupling BIM and Game Engine Technologies for Construction Knowledge Enhancement 结合BIM与游戏引擎技术提升建筑知识
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-10-01 DOI: 10.4018/ijgcms.2020100103
A. H. Buhammood, F. H. Abanda, P. Garstecki, M. B. Manjia, C. Pettang, Abdulrasheed Madugu Abdullahi
{"title":"Coupling BIM and Game Engine Technologies for Construction Knowledge Enhancement","authors":"A. H. Buhammood, F. H. Abanda, P. Garstecki, M. B. Manjia, C. Pettang, Abdulrasheed Madugu Abdullahi","doi":"10.4018/ijgcms.2020100103","DOIUrl":"https://doi.org/10.4018/ijgcms.2020100103","url":null,"abstract":"Interactions and collaboration between parties in construction projects are often characterised by misunderstandings and poor information exchange. Game engine technologies, when employed with building information modelling (BIM), can help address these shortcomings. Quite often, the visualisation capabilities of BIM models are not explored fully partly because of their limited interactive capability. While game engines are powerful in visualisation and interactions in the gaming industry, the literature suggests a lack of understanding of the applicability of the same in construction. This study investigates the potential of the use of game engines in construction practice which culminated in a framework that can guide the implementation of the same in enhancing interactive building walkthroughs.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"279 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114613667","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}
引用次数: 3
Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction 体验游戏活动中的存在感可以改善消极情绪诱导后的情绪
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-10-01 DOI: 10.4018/ijgcms.2020100101
Stefan Weber, F. Mast, D. Weibel
{"title":"Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction","authors":"Stefan Weber, F. Mast, D. Weibel","doi":"10.4018/ijgcms.2020100101","DOIUrl":"https://doi.org/10.4018/ijgcms.2020100101","url":null,"abstract":"Research suggests that immersion in computer games is beneficial for recovering from stress and improving mood. However, no study linked explicit measures of presence—individually experienced immersion—to mood enhancement. In the present experiment, immersion of a gaming activity was varied, and levels of presence and enjoyment were measured and connected to mood repair after a stress-induction. The participants (N = 77) played a game in virtual reality (VR; high immersion), on the desktop (medium immersion), or watched a recording of the game (low immersion). Positive emotions were enhanced in the high and medium, but not the low immersion condition. Presence was a significant predictor in the VR condition. Furthermore, an explanatory mediation analysis showed that enjoyment mediated the effect of presence on mood repair. These findings demonstrate positive effects of presence experiences in gaming. Strong presence in VR seems especially helpful for enhancing mood and building up positive emotional resources.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114795618","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}
引用次数: 6
Gaze Behavior of Professional and Non-Professional eSports Players in FIFA 19 《FIFA 19》中职业和非职业电子竞技玩家的凝视行为
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-07-01 DOI: 10.4018/ijgcms.2020070101
Peter Bickmann, K. Wechsler, Kevin Rudolf, Chuck Tholl, I. Froböse, C. Grieben
{"title":"Gaze Behavior of Professional and Non-Professional eSports Players in FIFA 19","authors":"Peter Bickmann, K. Wechsler, Kevin Rudolf, Chuck Tholl, I. Froböse, C. Grieben","doi":"10.4018/ijgcms.2020070101","DOIUrl":"https://doi.org/10.4018/ijgcms.2020070101","url":null,"abstract":"In traditional sports like soccer or tennis, experts benefit from better anticipation abilities compared to novices through a more efficient gaze behavior. For electronic sports (eSports), this area is rather unexplored, although quick decision making, which is linked to gaze behavior, is considered fundamental in eSports. In this study, the gaze behavior of professional and non-professional eSports players (n=21, 23.4 ± 3.3 years) was recorded via eye-tracking in the sports simulation FIFA 19. Number, duration, and location of fixations were compared over an entire match and in offensive play situations. Except for fixation location, no significant differences were found. The players mainly fixated the same objectives regarding fixation number and duration, but professionals had significantly more fixations using the in-game radar and fixated off-ball teammates significantly shorter. Due to the limited results, gaze behavior does not seem to be a decisive factor for excellent performance in FIFA 19.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127947884","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}
引用次数: 5
Corporate Psychopathy and Internet Video Game Addiction in the Workplace 工作场所的企业精神病态和网络视频游戏成瘾
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-07-01 DOI: 10.4018/ijgcms.2020070102
Youngkeun Choi
{"title":"Corporate Psychopathy and Internet Video Game Addiction in the Workplace","authors":"Youngkeun Choi","doi":"10.4018/ijgcms.2020070102","DOIUrl":"https://doi.org/10.4018/ijgcms.2020070102","url":null,"abstract":"In general, if employees use video games excessively rather than working hard, it becomes a matter of great concern in the workplace. However, video game addiction studies in the workplace are rare. The present study was, therefore, developed to examine the organizational behaviors related to video game addiction in the workplace. For this, the present study collected data from 305 employees in Korean companies through a survey method and use a series of multiple regression. In the results, first, the more employees suffer from corporate psychopathy, then they are more likely to be addictive in the video game. Second, the more addictive employee is in the video game, their turnover intention and work to family conflict increase. Third, video game addiction mediates the relationship between corporate psychopathy and employees' turnover intention and work to family conflict. Finally, when employees perceive more support provided by the organization, they are less likely to be addicted to the video game, which is aroused by corporate psychopathy. For research contributions, first, this study is the first to empirically verify the antecedents and consequences of video game addiction in the workplace. Second, this study is the first to investigate the mediation of video game addiction empirically. Third, this study is the first to show perceived organizational support to buffer the relationship between corporate psychopathy and video game addiction.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114766400","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}
引用次数: 0
Development of a Game Communities of Inquiry Scale (GCoIS) 游戏社区调查量表的开发
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-07-01 DOI: 10.4018/ijgcms.2020070103
Ilker Soyturk, Enrico Gandolfi, R. Ferdig
{"title":"Development of a Game Communities of Inquiry Scale (GCoIS)","authors":"Ilker Soyturk, Enrico Gandolfi, R. Ferdig","doi":"10.4018/ijgcms.2020070103","DOIUrl":"https://doi.org/10.4018/ijgcms.2020070103","url":null,"abstract":"This article introduces a new instrument called the game communities of inquiry scale (GCoIS). It was inspired by the community of inquiry framework and its related questionnaires. The purpose of the scale is to explore game communities from an educational perspective. It was validated with 1,275 players inhabiting digital outlets like Twitch.tv, Reddit, and Discord. Exploratory and confirmatory factor analyses were completed, leading to a final scale composed of 14 items subdivided in three subscales: 1) community attractiveness, 2) community receptiveness, and 3) community cognition. The paper describes the development and testing of the instrument. It concludes with implications for scholars and practitioners who can employ this instrument for understanding game communities and their traits.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131089670","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}
引用次数: 3
Sentiment-Enhanced Content-Based System for Online Recommendations and Rating Prediction 基于情感增强的在线推荐和评级预测系统
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-04-01 DOI: 10.4018/ijgcms.2020040101
Akshi Kumar, Simran Seth, Shivam Gupta, Shubham
{"title":"Sentiment-Enhanced Content-Based System for Online Recommendations and Rating Prediction","authors":"Akshi Kumar, Simran Seth, Shivam Gupta, Shubham","doi":"10.4018/ijgcms.2020040101","DOIUrl":"https://doi.org/10.4018/ijgcms.2020040101","url":null,"abstract":"The scarcity of dependable product descriptions and limited emotion unmasking capabilities of user-ratings compromise the accuracy of content-based filtering (CBF) systems. This work puts forward a sentiment-enhanced content-based recommender system (SEC-Rec). The model has four modules, namely key feature extraction module, feature sentiment analysis module, recommendation module, and rating prediction module. Key feature extraction module uses hybrid of RAKE and TextRank to uncover key product features. The authors propose a hybridized model HSVADER (Hybrid SVM and VADER) for feature sentiment evaluation. The recommendation module combines sentiment and similarity for robust product ranking strategy. The practical benefits of SEC-Rec are demonstrated using Amazon Camera dataset, and the results are compared to the state of the art. The rating prediction module uses key feature sentiment score to estimate the overall user-rating resolving the multi-criteria decision-making issue. The RMSE value obtained ascertains the effectiveness of the approach compared to recent models.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125766279","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}
引用次数: 3
Behaviour and Emotions of Working Professionals Towards Online Learning Systems: Sentiment Analysis 工作专业人员对在线学习系统的行为和情绪:情绪分析
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-04-01 DOI: 10.4018/ijgcms.2020040102
Venkata Ramana Attili, Sreenivasa Rao Annaluri, Suresh Reddy Gali, Ramasubbareddy Somula
{"title":"Behaviour and Emotions of Working Professionals Towards Online Learning Systems: Sentiment Analysis","authors":"Venkata Ramana Attili, Sreenivasa Rao Annaluri, Suresh Reddy Gali, Ramasubbareddy Somula","doi":"10.4018/ijgcms.2020040102","DOIUrl":"https://doi.org/10.4018/ijgcms.2020040102","url":null,"abstract":"Student behaviour in the classroom depends on various influential factors (such as family, friends, locality, habits, etc.). Once a student enters into professional life after completing the graduation, it finds it difficult to get back to the learning process due to a variety of issues. In such situations, most of the students go for online courses to improve their skills or to get a promotion at work by upgrading their academic degrees. The tendency of working professionals attending online classes is increasing rapidly due to the vast development in technology in recent times and due to the demand for innovative Secunderabad, e technologies. In this paper, a detailed study on a variety of participants from different work domains was carried out to study the sentiments of working professionals by analysing their behaviour and emotions using Hadoop, big data, and R-Language. Using the RFacebook API, the functioning of the students was analysed in this work by using R programming. Results have shown that the behaviour of 89% working professionals is positive, and emotionally, 75% were satisfied with online courses. However, the tendency of being lazy was also expressed by many for online courses.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124231974","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}
引用次数: 2
A Deep Structured Model for Video Captioning 视频字幕的深度结构化模型
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-04-01 DOI: 10.4018/ijgcms.2020040103
V. Vinodhini, S. Balasubramaniyam, Sankar Sennan, Ramasubbareddy Somula
{"title":"A Deep Structured Model for Video Captioning","authors":"V. Vinodhini, S. Balasubramaniyam, Sankar Sennan, Ramasubbareddy Somula","doi":"10.4018/ijgcms.2020040103","DOIUrl":"https://doi.org/10.4018/ijgcms.2020040103","url":null,"abstract":"Video captions help people to understand in a noisy environment or when the sound is muted. It helps people having impaired hearing to understand much better. Captions not only support the content creators and translators but also boost the search engine optimization. Many advanced areas like computer vision and human-computer interaction play a vital role as there is a successful growth of deep learning techniques. Numerous surveys on deep learning models are evolved with different methods, architecture, and metrics. Working with video subtitles is still challenging in terms of activity recognition in video. This paper proposes a deep structured model that is effective towards activity recognition, automatically classifies and caption it in a single architecture. The first process includes subtracting the foreground from the background; this is done by building a 3D convolutional neural network (CNN) model. A Gaussian mixture model is used to remove the backdrop. The classification is done using long short-term memory networks (LSTM). A hidden Markov model (HMM) is used to generate the high quality data. Next, it uses the nonlinear activation function to perform the normalization process. Finally, the video captioning is achieved by using natural language.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121736681","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}
引用次数: 3
Acceptance of Virtual Reality Games: A Multi-Theory Approach 虚拟现实游戏的接受:一个多理论的方法
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2020-01-01 DOI: 10.4018/ijgcms.2020010103
Mehmet Kosa, Ahmet Uysal, P. Eren
{"title":"Acceptance of Virtual Reality Games: A Multi-Theory Approach","authors":"Mehmet Kosa, Ahmet Uysal, P. Eren","doi":"10.4018/ijgcms.2020010103","DOIUrl":"https://doi.org/10.4018/ijgcms.2020010103","url":null,"abstract":"As virtual reality (VR) games are getting more widespread, the need to understand the interaction between players and the VR games is gaining prominence. The present study examines player endorsement of virtual reality games from an amalgamation of technology acceptance, self-determination, and flow theory perspectives. A survey was carried out with participants (N = 396) who had played a VR game at least once and at most five times. Structural equation modeling analyses showed that perceived ease of use was the primary predictor for satisfaction of self-determination constructs (autonomy and competence) and flow constructs (immersion and concentration), which in turn predicted player enjoyment. Accordingly, the results suggest the importance of including self-determination constructs in addition to the flow perspective within the context of technology acceptance model, for explaining the acceptance of VR gaming. Findings also showed that enjoyment resulted in positive attitudes towards VR gaming, and these attitudes predicted intention to play VR games.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128201366","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}
引用次数: 9
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