IK
I. Kniestedt
12 records found
1
Games have been widely used for purposes other than entertainment due to their engaging nature. However, the concept of game engagement is still not well-defined, which limits its use in analysis and game design. The primary objective of this dissertation is to conceptualize game
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Re-framing engagement for applied games
A conceptual framework
Although games are frequently described as ‘engaging’, what this means exactly continues to be subject of debate in game literature. Engagement is often defined through related concepts like immersion and positive emotions. However, this neglects the fact that applied games aim t
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Whereas entertainment games are capable of creating deeply rewarding and emotional experiences, applied game projects often result in products that, while potentially effective, are lacking in many other aspects of the user experience. This may be due to the fact that the focus o
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An explorer’s journal for machines
Exploring the case of Cyberpunk 2077
With increasing technological capabilities, video games provide ever more expan-sive virtual worlds for players to explore. Designers employ various mechanics and level design principles to encourage such exploration. However, what moti-vates people to explore in virtual environm
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Dive Deeper
Empirical Analysis of Game Mechanics and Perceived Value in Serious Games
Validation of serious games tends to focus on evaluating their design as a whole. While this helps to assess whether a particular combination of game mechanics is successful, it provides little insight into how individual mechanics contribute or detract from a serious game's purp
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Physical activity plays a fundamental role in contrasting physiological deconditioning during ageing. Considering the complexity of the modifications that can occur in the physical activity domain, international guidelines recommend that older adults engage in a combination of ae
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Level Design Patterns That Invoke Curiosity-Driven Exploration
An Empirical Study across Multiple Conditions
Video games frequently feature 'open world' environments, designed to motivate exploration. Level design patterns are implemented to invoke curiosity and to guide player behavior. However, evidence of the efficacy of such patterns has remained theoretical. This study presents an
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Virtual Coaches for Older Adults' Wellbeing
A Systematic Review
Virtual Coaches, also known as e-coaches, are a disruptive technology in healthcare. Indeed, among other usages, they might provide cost-effective solutions for increasing human wellbeing in different domains, such as physical, nutritional, cognitive, social, and emotional. This
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CURIO 2.0
A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets
Research has found that successful game-based learning (GBL) is dependent on several factors, e.g. students, parents, teachers and educational setting. Nevertheless, many existing GBL solutions primarily consider the student. Similarly, they focus on imparting and assessing conte
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Curiosity is considered an important aspect of human life, but understanding the circumstances that cause a person to become curious poses a challenge for research. This paper proposes video games as a stimulus for the experimental study of curiosity. For this purpose, we conduct
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Shinobi Valley
Studying curiosity for virtual spatial exploration through a video game
Curiosity is a strong motivator for human action, but the circumstances under which one becomes curious are not clear. This paper builds on the assumption that video games can be used as a stimulus for the experimental study of curiosity, and forms a basis in examining the type o
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This paper describes the ongoing design process of Pocket Odyssey, an online multi-player game suite designed for mobile phones that supports older adults in maintaining their physical, social, and mental well-being. It has been designed to provide engaging gameplay that supports
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