A platform for augmented reality called Metaverse enables users to build interactive experiences that combine the virtual and real worlds. Additionally, it can be considered a virtual version of the ...concept or idea of cyberspace. People have many alternative options in Metaverse but they mostly use their choise by gaming. Therefore, this study examining the opinions of the participants who experienced the Nikeland sports game, which is the initiative of the Nike sports brand in the metaverse. Within the scope of the research, semi-structured interviews were conducted with the participants who experienced the Nikeland game. Seven themes were obtained: the age beyond sports, atmospheric, feelings, chaotic structure in access, flow, perception of reality and innovative brand in this research. As a result of the findings, although the game initiative of the Nike brand in the metaverse is still in its infancy, it has been seen that there is a belief that this initiative will come to better places in the future. As a consequent of the literature review of the metaverse and the opinions of the users who have experienced the Nikeland game, the researchers have obtained results that the concepts of sports and metaverse are not far from each other and that the sports brands in the metaverse will increase.
Audio-Visual Emotion-Aware Cloud Gaming Framework Hossain, M. Shamim; Muhammad, Ghulam; Song, Biao ...
IEEE transactions on circuits and systems for video technology,
2015-Dec., 2015-12-00, 20151201, Letnik:
25, Številka:
12
Journal Article
Recenzirano
The promising potential and emerging applications of cloud gaming have drawn increasing interest from academia, industry, and the general public. However, providing a high-quality gaming experience ...in the cloud gaming framework is a challenging task because of the tradeoff between resource consumption and player emotion, which is affected by the game screen. We tackle this problem by leveraging emotion-aware screen effects in the cloud gaming framework and combining them with remote display technology. The first stage in the framework is the learning or training stage, which establishes a relationship between screen features and emotions using Gaussian mixture model-based classifiers. In the operating stage, a linear programming model provides appropriate screen changes based on the real-time user emotion obtained in the first stage. Our experiments demonstrate the effectiveness of the proposed framework. The results show that our proposed framework can provide a high quality gaming experience while generating an acceptable amount of workload for the cloud server in terms of resource consumption.
Visual search is facilitated when a target item is positioned within an invariant arrangement of task-irrelevant distractor elements (relative to non-repeated arrangements), because learnt ...target-distractor spatial associations guide visual search. While such configural search templates stored in long-term memory (LTM) cue focal attention towards the search-for target after only a few display repetitions, adaptation of existing configural LTM requires extensive training. The current work examined the important question whether individuals claimed to have better attention performance (i.e., action video game players; AVGP) show improved acquisition vs. adaptation of configural LTM (relative to no-gamers; NAVGP) in a visual-search task with repeated and non-repeated search configurations and consisting of an initial learning phase and, following target relocation, a subsequent adaptation phase. We found that contextual facilitation of search reaction times was more pronounced for AVGP relative to NAVGP in initial learning, probably reflecting enhanced learn-to-learn capabilities in the former individuals. However, this advantage did not carry over to the adaptation phase, in which gamers and non-gamers exhibited similar performance and suggesting that attention control required for overcoming visual distraction from previously learned (but no more relevant) target positions is relatively uninfluenced by action-game experience.
•Action video games (AVG) influence selective-attention functions in an implicit statistical learning task.•This occurred only in the initial acquisition, but not later adaptation, of scene context memories.•Action video game players (AVGPs) outperformed non-gamers (NAVGPs) in a statistical learning task.•However, AVGPs and NAVGPs did not differ in the later adaptation phase, where irrelevant information had to be suppressed.
This introductory article frames the notion of noise as a research problem from the standpoint of game studies. It contextualizes the intellectual foundations on which the contributions of this 18th ...issue of Sciences du jeu dedicated to the poetry and politics of videoludic noise. The first part refers to the fields of media studies, communication sciences and sound studies to retrace the semantic history of noise. This operation highlights the major units of meaning that structure the epistemology of the concept, notably its relationship to the logic of chaos, entropy, and interference. In the second section, this previous genealogy informs the examination of three major conceptualizations of noise (ontological, communicational, and ludogenic) used in game studies to reflect on games. The last segment presents the five articles contained in this issue and situates their endeavour in the broader collective reflection about the noisy characteristic of gaming experiences.
Recent research has attempted to identify methods to mitigate cybersickness and examine its aftereffects. In this direction, this paper examines the effects of cybersickness on cognitive, motor, and ...reading performance in VR. Also, this paper evaluates the mitigating effects of music on cybersickness, as well as the role of gender, and the computing, VR, and gaming experience of the user. This paper reports two studies. In the 1st study, 92 participants selected the music tracks considered most calming (low valence) or joyful (high valence) to be used in the 2nd study. In the 2nd study, 39 participants performed an assessment four times, once before the rides (baseline), and then once after each ride (3 rides). In each ride either Calming, or Joyful, or No Music was played. During each ride, linear and angular accelerations took place to induce cybersickness in the participants. In each assessment, while immersed in VR, the participants evaluated their cybersickness symptomatology and performed a verbal working memory task, a visuospatial working memory task, and a psychomotor task. While responding to the cybersickness questionnaire (3D UI), eye-tracking was conducted to measure reading time and pupillometry. The results showed that Joyful and Calming music substantially decreased the intensity of nausea-related symptoms. However, only Joyful music significantly decreased the overall cybersickness intensity. Importantly, cybersickness was found to decrease verbal working memory performance and pupil size. Also, it significantly decelerated psychomotor (reaction time) and reading abilities. Higher gaming experience was associated with lower cybersickness. When controlling for gaming experience, there were no significant differences between female and male participants in terms of cybersickness. The outcomes indicated the efficiency of music in mitigating cybersickness, the important role of gaming experience in cybersickness, and the significant effects of cybersickness on pupil size, cognition, psychomotor skills, and reading ability.
This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, ...it is intended that during the design phase of a gamified system, decisions can be made about the design of the system based on the motivators of each of the profiles. These motivators can be determined from the information provided by the potential players themselves. The research presented starts from a previous analysis in which, based on the three most used gamification frameworks and through a card sorting technique that allows the user to organize and classify the content, a set of mechanics are determined. In the present study, each of the mechanics is analyzed, and a more precise motive is decided. As a result, a higher level of personalization is achieved and, consequently, approximates a higher level of gamification effectiveness. The main conclusions are implemented in the development of the Game4City 3.0 project, which addresses gamified and interactive strategies to visualize urban environments in 3D at an educational and social level.
With the digital remediation of text, the didactics of French could take advantage of new literary objects to teach digital literacy (Lebrun et al., 2020). One of the prospects put forward is to ...exploit video games as one of the forms of digital literature, a field in which it is possible to train secondary school students (Brunel and Bouchardon, 2020). Thus, as part of this doctoral research, a corpus of three video games with high literary potential was developed and then analyzed from a ludonarrative perspective (Barnabé, 2014 ; Ensslin, 2014). It will then be played by four to six adolescent gamers. In this article, the problematization of the research topic, the constitution of the video game corpus, and an analysis excerpt for the game Gris (Nomada Studios, 2018) are presented.
PurposeFlow, or total concentration with intrinsic enjoyment, has been recognized as being able to enhance online gamer loyalty. However, some gamers who experience flow do not exhibit strong ...loyalty, posing the vital research question asking for whom flow would not enhance loyalty. Limited knowledge on this issue may lead game providers to assume that flow is influential in strengthening loyalty among all gamers, thus leading to suboptimal resource allocation and reduced effectiveness in retaining gamers. The purpose of the paper is to examine how gaming experience and gaming intensity moderate the impact of flow on online gamer loyalty.Design/methodology/approachIn the paper, the hypotheses were tested using responses from 273 gamers.FindingsThe findings show that flow and gaming experience positively impact gamer loyalty. Gaming experience reduces the positive relationship between flow and gamer loyalty. However, gaming intensity does not reduce.Practical implicationsGame providers should focus on creating a flow experience to strengthen the loyalty of gamers with short-gaming experience. However, game providers should devise other means to strengthen loyalty among gamers with long-gaming experience.Originality/valueThe study challenged the assumption of flow theory, i.e. that flow always determines loyalty. Instead, the paper offers a moderator – gaming experience – which sets a boundary condition for this theory. Flow works well only among gamers with relatively short-gaming experience. The study also extended the literature on gaming experience by uniquely indicating its attenuating effect on the relation between flow and loyalty.
Recently, gamification and gamified assessment methods have attracted increasing attention among both scholars and practitioners in recruitment and selection. However, little is known about the role ...of gamified assessment methods in determining applicant outcomes and, even more, their effect compared to more traditional methods. Using signalling theory as an overarching theoretical framework, the present study attempts to contribute to this gap by comparing the effect of a gamified situational judgement test which includes game elements, such as avatars, narrative and fantasy on applicants' recommendation intentions through their organizational attractiveness compared to a traditional situational judgement test. Moreover, we suggest that these effects are moderated by applicants' video gaming experience. Using experimental design, we found that the positive effect of the gamified assessment method compared to the traditional method on organizational attractiveness and, in turn, recommendation intentions was significant only for those with a high level of video gaming experience. Implications for theory and practice are discussed.
Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research ...has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (N = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.