Academic literature on the topic 'Game habit'

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Journal articles on the topic "Game habit"

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Suliswati, Suliswati, and Indriana Rakhmawati. "Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD)." JKEP 3, no. 1 (May 31, 2018): 66–80. http://dx.doi.org/10.32668/jkep.v3i1.202.

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The negative impact of playing video games can cause addiction, which affects the lack of socialization of children with peers. This study aims to determine the relationship between the habit of playing video games and the social development of elementary school children. The research design was crossectional. The research sample was 92 elementary school students in grades 4, 5 and 6. Sampling was done randomly. The results showed a significant relationship between the habit of playing video games with social development which included: length of play time 1.5 hours (p = 0.048), more than 2 hours (p = 0.048), playing game every day (p = 0.017), playing game every weekend (p = 0.013), and age of respondents (p = 0.019). Playing video games for 1.5 -> 2 hours has a very dominant relationship with the social development of elementary school children with an OR of 6.995. This showed that elementary school children who play video games for 1.5 -> 2 hours have a tendency to lack social achievement of 6 to 7 times. The conclusion is the length of the habit of playing video games which includes; the duration of playing video game of 1.5 -> 2 hours, the frequency of playing every week and every weekend, the age of elementary school children at elementry school has an impact on the lack of social development of children. Monitoring of parents on the habits of children playing video games must be done.
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Jiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." International Journal of Cyber Behavior, Psychology and Learning 11, no. 1 (January 2021): 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.

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Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The results demonstrate that game habit formation is formed more naturally with automatic control mechanisms, influenced by play intensity, flow experience, and self-efficacy, and the effect of play intensity towards game habit is interacted by network externality.
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Hairunisa, Indah. "The THE DESCRIPTION AND THE IMPACT OF PLAYING ONLINE GAME ON PHARMACY STUDENTS IN SAMARINDA." Jurnal Ilmu Kesehatan 7, no. 1 (September 11, 2019): 12–17. http://dx.doi.org/10.30650/jik.v7i1.255.

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Online game is a game that can be accessed by the community using internet access. Online games are known to have a fun and addictive effect on their use. Indonesia is the 16th most online game user in the world. This study aims to provide an overview and the impact of the habit of playing online games on Pharmacy students in Samarinda. The method used in this study was using questionnaires distributed to at least 57 respondents of Pharmacy students in Samarinda. The results show that at least 80% of students have played online games with an average playing time of 1-2 hours in one day. The results of the questionnaire also showed an impact in the form of decreasing students' sensitivity to the surrounding environment and the tendency to speak harshly due to playing online games. Based on the results, it can be concluded that the habit of playing online games can reduce students' sensitivity to their environment and can encourage negative behavior, especially in verbal matters. This research can be used as a preliminary description of behavior changes towards the negative of students due to the habit of playing online games.
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Carvalho, Darlinton Barbosa Feres, Daniel Bueno Domingueti, Sandro Martins De Almeida Santos, and Diego Roberto Colombo Dias. "A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation." JMIR Serious Games 7, no. 4 (October 15, 2019): e11151. http://dx.doi.org/10.2196/11151.

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Background Alcohol abuse is the primary cause of (public) health problems in most parts of the world. However, it is undeniable that alcohol consumption is a practice that is widely accepted socially in many places, even being protected by law as a cultural and historical heritage. The issue of alcohol abuse is complex and urgent, and consequently, it is necessary to create innovative approaches such as the proposal explored in this study. Objective This study aimed to explore the development and evaluation of a serious game for smartphones to present a novel approach to address the issue of alcohol abuse. Methods A serious game was developed to instill the consequences of alcohol abuse into the player through experimentation in the game. In the game, the consequences of alcohol use are demonstrated by increasing the game speed that gives an illusion of fun but also leads to a premature death. The evaluation employed an assessment based on the Alcohol Use Disorders Identification Test (AUDIT) and the Game Experience Questionnaire (GEQ). The participants belonged to the university student’s house. Results The game development process has been presented, including its mechanics and gameplay. The game has the style of action and adventure games in which the player controls an indigenous avatar that can deflect or attack opponents coming his or her way. The game evaluation comprised an assessment based on 23 participants, aged 20 to 29 years. According to the AUDIT assessment, 18 participants reported having a low or nonexistent degree of alcohol dependence and 5 declared average dependence. Regarding their habit of playing games on smartphones, 9 participants declared they have this habit of playing (habitual players), and among the 14 that did not have this habit of playing (nonhabitual players), 3 participants declared not having a smartphone at all. The GEQ core assessment showed a higher positive affect among the participants with a habit of playing games, scoring 2.80 (habitual players) on a scale of 4.0 versus 1.61 (nonhabitual players), and higher tension as an opposite relationship of 0.81 (nonhabitual players) versus 0.37 (habitual players). The overall GEQ evaluation showed that the game presents a more positive than negative affect on all users, besides showing the other desirable characteristics of serious games. Conclusions We present a new way of dealing with the issue of alcohol abuse through a game designed for smartphones. It promotes an overall positive user experience, having a greater impact on users accustomed to games. The proposed approach has its niche, though it is still a minority in the evaluated population. Further research should explore new game features, such as new styles, to make the game more attractive to a wider audience, in addition to performing an in-depth study on the effects of playing it.
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Li, Mengjun, and Ayoung Suh. "We-intention to continue playing mobile multiplayer games: the role of social play habit." Internet Research 31, no. 4 (February 19, 2021): 1153–76. http://dx.doi.org/10.1108/intr-04-2020-0208.

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PurposeThe purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.Design/methodology/approachDrawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.FindingsThe results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit.Research limitations/implicationsThis study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. Our findings provide significant insights into the design of information technologies for collaboration.Originality/valueThis study is among the first to extend the literature on gaming habits by considering other players' involvement. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties.
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Febriani, Vania Wahyu, T. Brenda Chandrawati, and Albertus Dwiyoga Widiantoro. "Designing Education Game to Choose Hygiene and Healthy Snacks for Children." SISFORMA 2, no. 2 (February 10, 2017): 27. http://dx.doi.org/10.24167/sisforma.v2i2.619.

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Children from elementary school like to eat snacks or food which are sold by snack sellers around school. Children who like to buy and eat rarely watch the hygiene and healthy of the snacks and the snack sellers which they will buy.Because that habit, the plan of designing education game to educate children is being made. So children can take more attention to choose snack that they will buy. Video games that have theme of hygiene and healthy snacks are rarely can be found.In this paper will be discussed about the habit of children consuming snacks and the design of education game which can be used to educate children based on children habit.
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Kuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (August 8, 2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.

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Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi, smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas mempunyai kebiasaan memainkan game. Penentuan sampel dalam penelitian ini menggunakan metode total sampling. Hasil dari penelitian ini menunjukan bahwa: Kemudahan memainkan sebesar 78 %; Kegunaan sebesar 78%; persepsi Sikapsebesar 83%. Dari kemudahan, kegunaan dan sikap berpengaruh signifikan terhadap minat memainkan game sebesar 90%. Hasil pengujian memberikan bukti bahwa komunitas gamer semarang berminat memainkan game Game Bubble Zoo Collectketika akan menambah pengetahuan. Kata kunci: Kerangka TAM, Game Edukasi, User Interface. Abstract Current technological developments have entered all aspects of life. One of the most developed technologies is smart phones or smartphones. Aside from being a communication tool, smartphone is also one of the tools that can be used to help various purposes including opening the internet, as a means of multimedia, playing games, learning process and others.Data collection methods in this study use survey methods by distributing questionnaires to semarang gamers as many as 20 members. All members of the community have a habit of playing games. Determination of samples in this study using total sampling method. The results of this study indicate that: Ease of playing is 78%; Usage of 78%; Attitude perceptions of 83%. From the ease, usefulness and attitude significantly influence the interest in playing the game by 90%. Test results provide evidence that the gamers community is interested in playing game games Bubble Zoo Collect when it will increase knowledge. Keywords: TAM Framework, Educational Game, User Interface.
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Febriani, Vania Wahyu, Brenda Chandrawati, and Dwiyoga Widiantoro. "Making Education Game to Choose Healthy Snacks for Children." SISFORMA 3, no. 1 (February 13, 2017): 26. http://dx.doi.org/10.24167/sisforma.v3i1.621.

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One of the learning media is games. Games that can be used as a learning tool can be called as education games. Because children like games, games can make positive effect for them. Children can study while playing games.Education game that have theme about snacks for children still rarely be found. Unfortunately, children from elementary school have a habit to buy and eat snacks without paying attention to snacks hygiene and health. With this reason, education about choosing hygiene and healthy snack for children made. The aim for this games is to make children more careful about choosing snacks that they will eat later.In this paper, there will be explained about how to make education game about snacks and with proof if this game can be used as an education tool to educate children about snacks.
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Vuong, Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen, and Minh-Hoang Nguyen. "A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions." Data Intelligence 3, no. 4 (2021): 606–30. http://dx.doi.org/10.1162/dint_a_00111.

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Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.
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Yonathan, Orville, and Sinta Paramita. "Representasi Budaya Termarginalisasi dalam Game." Koneksi 5, no. 1 (March 4, 2021): 194. http://dx.doi.org/10.24912/kn.v5i1.10234.

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Games as a form of mass communication carry messages for the audience. One of the games called marginalization was Player Unknown's Battlegrounds (PUBG). This study aims to identify the existence of marginalization in minority cultures in the PUBG game. The PUBG game is a survival game against 100 people where the players are placed on an island. How to survive is done by killing opposing players using the weapons that have been provided. This game can be done alone or in groups of four. The research method used by researchers is qualitative research methods. The research technique used is the Semiotic analysis of Roland Barthes. The data collection technique used was the observation technique. Observations made by researchers include how the characters in this game are made and how the forms of communication performed by the players while playing so that the marginalization of the minority culture appears. This study found that in an online game it has the potential to bring bad things to the intercultural society which is described by Roland Barthes that a bad habit will become a habit that is tolerated.Permainan atau game sebagai bentuk komunikasi massa membawa pesan bagi audiens. Salah satu game yang disebut melakukan marginalisasi adalah game PlayerUnknown’s Battlegrounds (PUBG). Penelitian ini ingin mengidentifikasi adanya marginalisasi pada budaya minoritas dalam game PUBG. Permainan PUBG merupakan permainan bertahan hidup dengan melawan 100 orang di mana para pemainnya ditempatkan di sebuah pulau. Cara bertahan hidup dilakukan dengan membunuh pemain lawan menggunakan senjata yang sudah disediakan. Permainan ini dapat dilakukan sendiri atau berkelompok dengan anggota empat orang. Metode penelitian yang dipakai peneliti adalah metode penelitian kualitatif. Teknik penelitian yang digunakan adalah analisis Semiotika Roland Barthes. Teknik pengumpulan data yang digunakan adalah teknik observasi. Pengamatan yang dilakukan peneliti meliputi bagaimana karakter dalam game ini dibuat dan bagaimana bentuk komunikasi yang dilakukan para pemain pada saat bermain sehingga muncul marginalisasi budaya minoritas tersebut. Penelitian ini menemukan bahwa di dalam sebuah game online memiliki potensi memunculkan hal buruk untuk masyarakat antar budaya yang digambarkan menurut Roland Barthes bahwa sebuah kebiasaan buruk akan menjadi suatu kebiasaan yang ditoleransi.
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Dissertations / Theses on the topic "Game habit"

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Durante, Raphael Dall´anese. "Considerações sobre o caráter da liberdade no jogo entre homem e aparelho." Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/2029.

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Made available in DSpace on 2016-03-15T19:43:38Z (GMT). No. of bitstreams: 1 Raphael DallAnese Durante.pdf: 1430058 bytes, checksum: 5ebdc1c90224c85f622a002bc89e8145 (MD5) Previous issue date: 2009-06-22
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This research aims to present comments about the nature of freedom in the game between man and apparatus. Starting from a realistic method of investigation considering the movement of the game as part of a real universe, where the relationship of continuity and alterity are conditions of this ludic activity we tried to estabilish theoretical relations between Charles S. Pierce and Vilém Flusser aiming to study principles from this game, for exemple, the principles of freedom, necessity and automation; analysing then, its vital importance to the origin of a habit. At the same moment, in addition to observe a brief history of the concept of the game and include into the research a conception of a game as ludic and free activity, we aims, through a careful conceptual analysis, the metaphysical function of the apparatus. Finally, we reaffirm the relationship of alterity in the game as a possible way to freedom, we highlight our methodological and epistemological considerations and we also raise some questions about the proper research in the direction to have if become some type of method.
Esta pesquisa busca apresentar considerações sobre o caráter da liberdade no jogo entre homem e aparelho. Partindo de um método de investigação realista considerando o movimento do jogo como parte de um universo real, onde as relações de continuidade e alteridade são condições a esta atividade lúdica tentamos estabelecer relações teóricas entre Charles S. Peirce e Vilém Flusser tendo por objetivo estudar os princípios decorrentes deste jogo, a saber, os princípios de liberdade, necessidade e automação; observando, em seguida, a vital importância destes para a origem de um hábito. Ainda neste momento, além de observarmos uma breve história do conceito de jogo e incluirmos à pesquisa uma concepção de jogo como atividade lúdica e livre, buscamos compreender, por meio de uma cuidadosa análise conceitual, a função metafísica do aparelho. Finalmente, reafirmamos a relação de alteridade no jogo como um possível caminho à liberdade, destacamos nossas considerações epistemológicas e metodológicas e também levantamos algumas questões sobre a própria pesquisa, no sentido de ter se tornado algum tipo de método.
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FERRARI, AMBRA. "DIGITAL HUMANITY. Do Users' Gaming Habits Affect the Perceived Human-Likeness of Virtual Agents in a Simulated Human Interaction?" Doctoral thesis, Università degli Studi di Milano-Bicocca, 2021. http://hdl.handle.net/10281/315494.

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Gli agenti virtuali sono sempre più utilizzati come mentori nelle interazioni umane simulate che formano all’utilizzo di strategie di comunicazione efficaci. Tuttavia, replicare un livello di somiglianza umana soddisfacente rimane una sfida. In particolare, l'effetto Uncanny Valley si riferisce alla spiacevole sensazione provata dall’utente che interagisce con un Agente Virtuale dall’aspetto non del tutto realistico (Seyama & Nagayama, 2007). La letteratura ha descritto diversi fattori intervenienti, comprese le caratteristiche statiche e dinamiche dell'Agente, ma anche differenze individuali nel grado di predisposizione ad antropomorfizzare un Agente (ad esempio, Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen e Takala, 2015). Negli ultimi decenni, i videogiochi hanno rappresentato una fonte di intrattenimento per un numero crescente di persone e l'obiettivo di questa tesi è stato quello di confermare se le abitudini di gioco potessero essere considerate tra i fattori intervenienti. L'industria dei videogiochi ha guidato l'innovazione tecnologica che consente la sintesi vocale e facciale ad alta fedeltà di Agenti Virtuali in prodotti di intrattenimento. Tali tecnologie spesso non sono disponibili per i laboratori di ricerca più piccoli che fanno affidamento su risorse limitate. Pertanto, la presente tesi ha esplorato anche la possibilità di individuare elementi essenziali che non richiedono interventi costosi in termini di denaro e tempo ma che possono aumentare la percezione della qualità dell’Agente Virtuale. Oggetto principale di questa tesi è stato ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), un'interazione umana simulata online per la formazione di strategie di negoziazione. In ENACT, i partecipanti hanno cinque turni di conversazione con un agente virtuale che comunica attraverso una combinazione di quattro diverse espressioni facciali, 24 gesti e 10 diverse posture del corpo e direzioni dello sguardo. La presente tesi comprende due studi sperimentali, che esplorano l'efficacia dell’implementazione di funzionalità a basso budget negli Agenti Virtuali, i.e., battiti di ciglia casuali (blinking) e una comunicazione vocale non semantica (gibberish) che accompagni la comunicazione scritta. Due campioni, rispettivamente, di 50 e 60 partecipanti maschi, tutti di età compresa tra i 18 ei 35 anni, sono stati reclutati e preliminarmente suddivisi in giocatori abituali e non abituali in base alle loro ore di gioco settimanali medie. Una volta assegnati in modo casuale al gruppo sperimentale o di controllo, i partecipanti hanno interagito con l'Agente virtuale e hanno completato i questionari relativi alla sua valutazione e alla qualità percepita di ENACT come prodotto educativo. I risultati indicano che la semplice introduzione di battiti di ciglia in momenti casuali dell'interazione con un agente virtuale sembra influenzare moderatamente la percezione dell'utente del realismo dell’Agente. Inoltre, nei casi in cui i moderni motori vocali di sintesi vocale non sono disponibili, sembra consigliabile fare affidamento su una forma di comunicazione di solo testo per gli agenti virtuali invece di una comunicazione basata su incomprensioni. I risultati suggeriscono anche che le abitudini di gioco potrebbero avere un ruolo di mediazione nella percezione delle qualità degli agenti virtuali. Tuttavia, le abitudini di gioco potrebbero non semplicemente imporre standard più elevati ai giocatori, i quali, invece, potrebbero sperimentare la zona del "troppo reale per il comfort" in modo diverso, assegnando di conseguenza diversi standard sociali attesi e aspettative normative agli agenti virtuali con cui interagiscono. Tali risultati confermano che la percezione della somiglianza umana di un Agente è una questione complessa e dimensionale, e quindi la necessità di includere la precedente alfabetizzazione di gioco nei fattori che intervengono nella percezione della stranezza.
Virtual Agents have been increasingly used as deliverers of notions in Simulated Human Interactions training effective communication strategies. Nevertheless, replicating the level of human-likeness required to "convince users (…) that a virtual human is the real thing" (Ruhland et al., 2015) remains a challenge. In particular, the Uncanny Valley effect refers to the observer's unpleasant impression of a virtual being with an almost, but not entirely, realistic human form (Seyama & Nagayama, 2007). Previous literature has described several intervening factors in the perception of uncanniness, including the Agent's static and dynamic features, but also individual differences in the degree of predisposition to anthropomorphize an Agent (e.g., Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen, & Takala, 2015). During the last decades, video games have been representing an entertainment source for a growing number of people, and this dissertation's objective has been to confirm whether game habits might be considered among intervening factors. The video game industry has been driving technological innovation allowing for high-fidelity face and voice synthesis of Virtual Agents in Entertainment products. Such technologies are often not available to smaller research laboratories relying on limited resources. Therefore, the present dissertation has also explored the possibility of identifying "easy wins" on the short development run, essential elements that do not require expensive interventions in terms of money and time but can increase the perception of the Virtual Agent's quality. ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), an online Simulated Human Interaction for the training of Negotiation strategies, has been used as the main object of this dissertation. In ENACT, trainees take five conversation turns with a Virtual Agent that communicates through a combination of four different facial expressions, 24 gestures, and ten different body postures and gaze directions. The present dissertation includes two experimental studies, exploring the effectiveness of low budget implementations of Virtual Agent’s features, i.e., random eye blinks and spoken gibberish accompanying written communication. Two samples of, respectively, 50 and 60 male participants, all aged between 18 and 35, have been recruited and preliminarily divided into habitual video game players and non-habitual video game players according to their mean weekly gameplay hours. Once randomly assigned to the experimental or control group, participants interacted with the Virtual Agent and completed the questionnaires related to its uncanniness evaluation and ENACT's perceived quality as an educational product. Results indicate that the mere introduction of eye blinks in random moments of the interaction with a Virtual Agent seems to moderately affect the user's perception of the Agents' realism. Moreover, in cases when modern text-to-speech voice engines are not available, it seems advisable to rely on a text-only form of communication for Virtual Agents instead of a gibberish-based communication. Results also suggest that video game habits might have a mediating role in the perception of Virtual Agents' qualities. Nevertheless, game habits might not simply posit higher standards to players but, instead, they might experience the "too real for comfort" zone differently, consequently assigning different expected social standards and normative expectations to Virtual Agents they interact with. Such results confirm that the perception of an Agent's human-likeness is a complex and dimensional matter, therefore including previous gaming literacy into the factors intervening in the perception of uncanniness.
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Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.

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This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One examined the type of computer games older adults would like to play relating to hobbies, dreams and interests. Qualitative and quantitative data was collected in a step-by-step approach enabling participants to design their own game idea in an informal, jargon-free environment allowing for ease of understanding and coherence. Phase Two of the investigation involved older adults playing one of two consoles (Wii and PS-2). The games chosen were from the sports genre (golf, tennis and boxing) and were required to play for 15 minutes each. Results from Phase One indicated that participants were able to devise and design a number of game genres, and having prior knowledge of gaming did not necessarily aid when trying to design a game concept. Results from Phase Two indicated participants’ playing on the Wii was easier due to the nature of the console pad, rather than the traditional game pad used on the PS-2. Qualitative and quantitative data analysis interaction mechanism was far more influential on participants’ experience of flow than content. Extensive technological developments have enabled audiences in recent years to interact with gaming platforms easier than before, using motion sensor and natural body movement during game play. Preliminary design guidelines established from this investigation stipulate a multitude of aspects relating to interaction and content to enhance the experience of gaming for older adults.
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Frandsen, Filip. "The Impact of Visual Properties on Player Habits and Game Sessions." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326119.

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This paper aims to provide a foundation in regard to information and cause correlation for future research about player retention and game session times based on visual properties. (such as colour values) This study can later be applied within software development. An online quantitative survey about play sessions and player habits is conducted and the conduct of this research is aimed at helping art directors make conscious and deliberate choices about the art styles for products where the visuals may impact player retention and game sessions. By knowing how visual elements such as colour values, shapes and contrast impact game play intensity and player engagement, and ultimately the end time spent during play sessions, art directors can make informed decisions to help impact player behaviours and habits.The paper includes subjects such as colour effects on humans (mental and physical), how human eye sight functions and how this should affect designs, effective use of visuals, eye fatigue, and visual communication.This study of visual properties and play sessions concludes that visuals have a definitive impact on how the game is perceived and processed by the player, leading to situations where the same mechanics can be much more intensive if presented using specific forms of visuals.
Uppsatsen är ämnad att skapa en grund för information och korrelationer mellan speltider och bibehållande spelsessioner baserat på visuella egenskaper (ex färgvalörer). En undersökning av spelsessioner och spelarvanor är utförd med sikte på att hjälpa art directors att göra medvetna och avsiktliga beslut om spelutseende för produkter där det visuella kan påverka spelsessioner. Genom att veta hur visuella element, så som färgvalörer, former och kontrast påverkar spelintensitet och spelarengagemang och slutgiltigt tiden spenderad under spelsessioner, så kan art directors göra informerade beslut för att påverka beteende och vanor.Uppsatsen inkluderar områden såsom färgeffekter på människor (mentala och fysiska), ögonfunktioner och hur dessa borde påverka design, effektivt användande av grafik, ögontrötthet och visuell kommunikation.Denna studie av visuella egenskaper och speltider drar slutsatsen att visuella effekter har en definitiv inverkan på hur spelet uppfattas och bearbetas av spelaren, vilket leder till situationer där samma spelmekaniker kan vara intensivare om dessa presenteras på specifika visuella sätt.
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Gidlöf, Lisa, and Belay Hermela Retta. "Habits related to television, computer games and eating among school children in a rural and an urban area of Thailand." Thesis, Uppsala universitet, Institutionen för folkhälso- och vårdvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-144464.

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The aim of this study was to investigate 10-14 year old Thai School children’s habits related to television, computer games and eating, and to make comparisons regarding these issues between genders as well as between a rural and an urban area of Thailand. A descriptive comparative, cross-sectional study with a quantitative method was used. Data were collected at two schools, one in Bangkok and another in Ayuttahaya, Thailand. A purposive sample consisting of 441 participants was included in the study, from grade 5, 6 and 7. The chosen theoretical framework was Virginia Henderson´s nursing theory. The result showed that most children watch television 1-4 hours/day and play computer games 30min-1hour/day. Significant differences between the genders or areas regarding television viewing were not found. Habits of playing computer games were similar in the urban and rural area, although boys played more computer games than girls. The children in the urban and rural area ate quite healthy food regarding intake of fruits and vegetables. However fast food and snacks while watching television and playing computer games were more common among children in urban area than rural area. A different between genders was also found, showing that girls eat more than boys, both healthy alternatives and more unhealthy while watching TV and playing computer games.  Limitation and reduction of television watching and playing computer games are needed for the children and also motivation to more physical activity as well as healthier food choices.
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Todd, C. Stan (Charles Stan). "Food Habits, Dietary Overlap and Electivity of Non-Game Insectivorous Fishes in an Ozark Foothills Stream." Thesis, North Texas State University, 1985. https://digital.library.unt.edu/ark:/67531/metadc503873/.

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Etheostoma spectabile, E. punctulatum, and Cottus carolinae were sampled Mar., 1983, - Feb., 1984, in Flint Creek, Oklahoma. Immature E. spectabile ate primarily microcrustaceans, while mature fishes relied more on mayflies and amphipods. Juvenile E. punctulatum fed upon mayflies, amphipods, and Asellus. Mature E. punctulatum ate primarily mayflies, and other relatively larger prey. Cottus carolinae consumed chironomids almost exclusively in Jan. - Feb., 1984, while mayflies were predominant the remainder of the year. No significant habitat partitioning between the two darters, and seasonal habitat segregation between C. carolinae and the two darters was found. Dietary overlap between the darters was significantly correlated (p<0.0005) to differences in x prey sizes.
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Kollock, Roger Olen. "The relationship between video game playing habits and reaction time in both males and females of different age groups." [Johnson City, Tenn. : East Tennessee State University], 2004. https://dc.etsu.edu/etd/890.

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Thesis (M.A.)--East Tennessee State University, 2004.
Title from electronic submission form. ETSU ETD database URN: etd-0331104-085211 Includes bibliographical references. Also available via Internet at the UMI web site.
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Vintetjärn, Björn. "Video Games – a Source of Knowledge? - an investigation amongst youths about their thoughts on their video gaming habits." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36462.

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This research is based on the following research question: What are the pupils’ thoughts about their gaming habits and possible learning situations in connection with their gaming? The study is based on literature on the subject and on two interviews with five youths who are between sixteen and seventeen years of age. The conclusions that can be drawn from my research question are:- Learning could take place in different domains and be put into different contexts. Hence, language learnt from playing video games, could be applied on domains outside of the game, i.e. implicit learning in terms of using a foreign language when communicating with other players can become tacit knowledge that the learner can apply on settings outside of the game. Also, social skills learnt from the structure of a game like World of Warcraft can be used in a formal educational setting. As a video game is multimodal in its nature there are benefits from also using other multimodal material in formal education, as many of the pupils are familiar and used to the same sort of text.- There are also problems connected to informal learning. The informants in this study describe how their interest in video games often clashes with their formal education. Another aspect is of course how the quality of the content learnt within an informal setting is being supervised, in contrast to how the formal education works with a trained teacher and a set curriculum that carefully explains how the learning should become available for the learner. Finally, one of the informants explains how his writing skills has become worse because of his informal training of English, since he wants to use smilies and abbreviations in formal text writing.
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Amarius, Sebastian, and Oliver Fredriksson. "Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779.

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Digital games are often considered a pastime activity with little to no real or tangible benefits. This, however, is contrary to studies on the usefulness of digital games in second language (L2) learning. There are several aspects of L2 learning that are affected positively by gaming, as well as other extramural English (EE) activities. One of these aspects is vocabulary, which has been proven to be substantially improved by gaming through incidental learning.  Collocations are often referred to as word pairs that co-occur more frequently than any other two words. The definition of a collocation is a contested subject, making research and theories around collocations widespread and varied depending on what definition a given author subscribes to. In the present study Howarth’s (1996) definition of collocations has been used. The hard-to-define nature of collocations extends into the act of teaching - collocations are rarely taught because they follow no set rule or pattern. This means that L2 learners must acquire their collocation knowledge incidentally, either in the classroom or through EE activities.   The present study aims to investigate the relationship between EE activities, primarily gaming, and the collocation knowledge of 87 Swedish teenagers in upper compulsory school and upper secondary school. This was done through a Productive Collocation Test (PCK) as well as a questionnaire. The results of the study show that students who engage in EE activities are more knowledgeable in terms of collocations than those who do not. Additionally, out of the EE activities included in the questionnaire gaming seems to be the best way to acquire collocation knowledge.   The present study concludes that there is a connection between EE activities, especially gaming, and collocation knowledge. Informants that claimed to spend more time per week playing digital games generally scored higher on the collocation test. This was also true for the students who claimed to spend a considerable amount of time on visual media per week. These informants also had knowledge of collocations that very few of the respondents knew, particularly the students who partake in gaming. The findings of the present study suggest that digital games could be used as a tool for teaching collocations. However, more research is required to carry this idea further.
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Tuğsal, Fatma Kübra. "Examination of primary school children's playing habits through digital puzzle games, and the impact of non-educational commercial puzzle games on the development of logical thinking in primary school children : An ethnographic case study with Supaplex." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16176.

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Supaplex is a single player video-game released at the beginning of the 90's which known as a challenging puzzle game developed for MS-DOS and Amiga. Although Supaplex did not get an intense interest and did not become a "POP" icon like PacMan or Super Mario or Sonic during the 90's, it was quite popular among people who like puzzle games such as Boulder Dash. This paper aims to revive this nostalgic video-game and show if Supaplex help to improve the development of logical thinking in primary school children. This paper examines how can Supaplex effect on primary school children's way of developing problem-solving techniques. Moreover, this case study examines primary school children's playing habits at their own homes. The paper is based on an ethnographic case study in which I collaborated with a Turkish family to let their children play Supaplex at their home as a spare-time activity approximately five-month long period. During this five-month period, I went to their home and played Supaplex with the triplets.
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Books on the topic "Game habit"

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National Cancer Institute (U.S.), ed. Beat the smokeless habit: Game plan for success. 3rd ed. [Bethesda, Md.?]: National Institutes of Health, National Cancer Institute, 1993.

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Ruth, Bennett, ed. Kick the TV habit!: A simple program for changing your family's television viewing and video game habits. New York: Penguin Books, 1994.

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Habit changers: 81 game-changing mantras to mindfully realize your goals. 2016.

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Canio, Francesca De. The New Social Game : Sharing Economy and Digital Revolution: Into the Change of Consumers' Habit. EGEA Spa - Bocconi University Press, 2017.

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Kreienbrink, Kai. Focus in Your Life, Better Life, Reflection Journal, Game-Changing, Habit in Your Life, Positive Life. Independently Published, 2021.

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Kreienbrink, Kai. Better Life, Reflection Journal, Focus in Your Life, Game-Changing, Positive Life, Habit in Your Life. Independently Published, 2021.

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Kreienbrink, Kai. Focus in Your Life, Better Life, Habit in Your Life, Reflection Journal, Game-Changing, Positive Life. Independently Published, 2021.

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Kreienbrink, Kai. Habit in Your Life, Positive Life, Focus in Your Life, Reflection Journal, Game-Changing, Better Life. Independently Published, 2021.

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Kreienbrink, Kai. Habit in Your Life, Focus in Your Life, Game-Changing, Positive Life, Reflection Journal, Better Life. Independently Published, 2021.

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Kreienbrink, Kai. Habit in Your Life, Better Life, Game-Changing, Reflection Journal, Focus in Your Life, Positive Life. Independently Published, 2021.

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Book chapters on the topic "Game habit"

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Ricchiuti, Diego. "Habit Loop and Operant Conditioning." In Game Design Tools, 111–16. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003229438-13.

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Xie, Qitong, and Wei Yu. "The Interaction Design of AR Game Based on Hook Model for Children's Environmental Habit Formation." In Communications in Computer and Information Science, 479–85. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90176-9_61.

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Di Dio, Salvatore, Enza Lissandrello, Domenico Schillaci, Brunella Caroleo, Andrea Vesco, and Ingwio D’Hespeel. "MUV: A Game to Encourage Sustainable Mobility Habits." In Lecture Notes in Computer Science, 60–70. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11548-7_6.

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Finzer, William. "Games, Data, and Habits of Mind." In Mit Werkzeugen Mathematik und Stochastik lernen – Using Tools for Learning Mathematics and Statistics, 71–84. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03104-6_6.

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Raateland, Wouter, Konstantinos Chronas, Tim Wissel, Tim Bruyn, Bertan Konuralp, Mijael Bueno, Nestor Z. Salamon, and Rafael Bidarra. "A Serious Game for Students to Acquire Productivity Habits." In Lecture Notes in Computer Science, 335–46. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63464-3_32.

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Raubal, Martin, Dominik Bucher, and Henry Martin. "Geosmartness for Personalized and Sustainable Future Urban Mobility." In Urban Informatics, 59–83. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8983-6_6.

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AbstractUrban mobility and the transport of people have been increasing in volume inexorably for decades. Despite the advantages and opportunities mobility has brought to our society, there are also severe drawbacks such as the transport sector’s role as one of the main contributors to greenhouse-gas emissions and traffic jams. In the future, an increasing number of people will be living in large urban settings, and therefore, these problems must be solved to assure livable environments. The rapid progress of information and communication, and geographic information technologies, has paved the way for urban informatics and smart cities, which allow for large-scale urban analytics as well as supporting people in their complex mobile decision making. This chapter demonstrates how geosmartness, a combination of novel spatial-data sources, computational methods, and geospatial technologies, provides opportunities for scientists to perform large-scale spatio-temporal analyses of mobility patterns as well as to investigate people’s mobile decision making. Mobility-pattern analysis is necessary for evaluating real-time situations and for making predictions regarding future states. These analyses can also help detect behavioral changes, such as the impact of people’s travel habits or novel travel options, possibly leading to more sustainable forms of transport. Mobile technologies provide novel ways of user support. Examples cover movement-data analysis within the context of multi-modal and energy-efficient mobility, as well as mobile decision-making support through gaze-based interaction.
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Jiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1140–61. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch054.

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Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The results demonstrate that game habit formation is formed more naturally with automatic control mechanisms, influenced by play intensity, flow experience, and self-efficacy, and the effect of play intensity towards game habit is interacted by network externality.
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"Habit can Be a Pitfall." In Winning the Mental Game on Wall Street, 347–50. CRC Press, 2000. http://dx.doi.org/10.1201/9781420033090.ch73.

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Lindsey, Marley-Vincent. "Gaming before E-Sports." In Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives, 170–94. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0261-6.ch008.

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Discussions of competitive gaming often begin and end with the development of professional E-Sports. However, competitive gaming has a history that stretches back to the first days of networked play with first generation games like Doom, Warcraft II and Multi-User Dungeons (Henceforth MUDs). Within these games, digital communities became a prominent means of discourse and discussion, heavily reliant on gender as a habit of thought to describe inequality and disparities between players. Using an archive of Warcraft II histories, and forum threads for the game, this chapter describes a social history of this digital community with specific emphasis on the ways that gender was used.
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"Academic Training." In Enhancing Education and Training Initiatives Through Serious Games, 122–45. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3689-5.ch004.

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This chapter focuses on training the Lecturer to understand the practical aspects and different underpinning needed to maximise the effect of using games in the teaching. Facilitative methods which then reflect on how theory is used are explored so academic content can be incorporated in a natural way and become a habit rather than a memory learned item. This pedagogy is then analysed to include opportunities for the students to be innovative and the lecturer advised on this particular facilitation. To further furnish the right environment for this learning the lecturer is prompted to look at set ups, tasks and discussion which ensure best development and learning at both individual and team level. The lecturer reader is guided to observe their course as a viable business model and look at using the game based approach themselves to analyse their contribution and impact on University income and satisfaction surveys. Finally, the lecturer reader is aligned with the employer - again using the same game based approach they teach themselves to explore how employers can be incorporated in the delivery sessions and relationships built with businesses.
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Conference papers on the topic "Game habit"

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Liao, Chang-Yen, Wan-Chen Chang, and Tak-Wai Chan. "Cultivating Students' Good Habit for Writing in a Portfolio Management Game." In 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI). IEEE, 2017. http://dx.doi.org/10.1109/iiai-aai.2017.76.

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Bezerra, Daniel Filgueira, Filipe Calegario, Giordano Cabral, and Geber Ramalho. "MySoundtrack: a tool for personalized and adaptive music listening while playing games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19663.

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Adaptive soundtrack design for video games is an ever-evolving field of study: games that modify its music depending on what is happening around and with the player. Meanwhile, independent game developers struggle with composition of soundtracks, and adaptive soundtrack tools are not accessible to them, mostly because of their complexity. This forces most of them to collage soundtracks with permissive licenses they find online. Besides, there is a growing habit of players to mute the game's original soundtrack to listen to their own songs. This paper introduces MySoundtrack, an asset for Unity that allows the player to keep playing while listening to Spotify songs, chosen according both to the player musical preferences and to the intended emotions on each moment in the game. We review existing approaches on adaptive soundtracks, explain how MySoundtrack's prototype works and its design choices, and discuss future plans for the tool. Validation so far indicates interest and curiosity by game developers and players, indicating the relevance of the proposed plug-in.
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Rocha, Gabriel Lopes, João Teixeira Araújo, and Flávio Luiz Schiavoni. "Ha Dou Ken Music: Mapping a joysticks as a musical controller." In Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10425.

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The structure of a digital musical instrument (DMI) can be splitted up in three parts: interface, mapping and synthesizer. For DMI’s, in which sound synthesis is done via software, the interaction interface serves to capture the performer’s gestures, which can be mapped under various techniques to different sounds. In this work, we bring videogame controls as an interface for musical interaction. Due to its great presence in popular culture and its ease of access, even people who are not in the habit of playing electronic games possibly interacted with this kind of interface once in a lifetime. Thus, gestures like pressing a sequence of buttons, pressing them simultaneously or sliding your fingers through the control can be mapped for musical creation. This work aims the elaboration of a strategy in which several gestures captured by the interface can influence one or several parameters of the sound synthesis, making a mapping denominated many to many. Buttons combinations used to perform game actions that are common in fighting games, like Street Fighter, were mapped to the synthesizer to create a music. Experiments show that this mapping is capable of influencing the musical expression of a DMI making it closer to an acoustic instrument.
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Lange, Ryan. "Video game habits." In the 2007 conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1328202.1328242.

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Schillaci, Domenico, Salvatore Di Dio, Mauro Filippi, and Francesco Massa. "Gamification or Game Design? A case study in the field of sustainable commuting." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002741.

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In the last few years, the debate among designers and sustainability experts has brought attention to many different behavioural change approaches and techniques and particularly on “gamification” processes able to better motivate and engage students or even nudge people (consumers) to more environmentally and socially responsible habits (Mousumi, 2021).But since 2011, most of the contradictions about “gamifying” boring or unpleasant experiences have been loudly shared by game designers and thinkers worldwide (Bogost, 2014). It seems that the goal of changing people’s unsustainable behaviours can be achieved by designing brand new sustainable experiences instead of gamifying the unsustainable ones (Yusoff and Kamsin, 2015).This change of perspective represents the foundation of applied games, and it has been deeply studied during the applied research MUV2020 (723521 – muv2020.eu), led by the PUSH design laboratory within the Horizon2020 framework in the field of sustainable urban mobility (Di Dio et al., 2020).From June 2017 to August 2018, the research consortium has run extensive user research across Europe and developed a mobile app game based on the main gain mechanic of recording personal urban travels and a game narrative of sport.From September 2018 to February 2020, the consortium had run several tests in more than 20 cities to study the value of different interactions in terms of engagement and sustainability impact.After the COVID-19 outbreak, further experiments have been carried out by the research project spin-off’s MUV Benefit Corporation (muvgame.com). Thanks to more than 16.000 downloads, 500.000 kilometres recorded, and the CO2 reduction algorithm (validated in April 2020 according to ISO 14064-2), this contribution shows how various game dynamics nudged, with a different rate of efficacy, MUV’s players commuting behaviours.This contribution will extensively deepen applied and persuasive games, MUV App user research and game design, actual field data analysis on engagement rate and sustainable impacts.
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Rogers, Katja, and Michael Weber. "Audio Habits and Motivations in Video Game Players." In AM'19: Audio Mostly. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3356590.3356599.

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Nichol, Sophie, Elicia Lanham, and Greg Bowtell. "“Games are fun and aren’t just for boys” An Assessment of Female Game Players use and playing habits of Video Games." In 3rd Annual International Conference on Computer Games, Multimedia & Allied Technology. Global Science & Technology Forum, 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_064.

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Thomas, Michael. "Game Design and Technology Education: Collectible Card Games for Teaching the Habits of Mind of Cybersecurity Professionals." In 2020 AERA Annual Meeting. Washington DC: AERA, 2020. http://dx.doi.org/10.3102/1583964.

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Adaji, Ifeoma, Kiemute Oyibo, and Julita Vassileva. "ShopRight : A Game-Based Approach for Motivating Healthy Shopping Habits." In Proceedings of the 32nd International BCS Human Computer Interaction Conference. BCS Learning & Development, 2018. http://dx.doi.org/10.14236/ewic/hci2018.74.

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Gokcearslan, Armagan. "Digital game playing habits of graphic design students and the factors afecting their game choices." In 2013 IEEE 63rd Annual Conference International Council for Educational Media (ICEM). IEEE, 2013. http://dx.doi.org/10.1109/cicem.2013.6820175.

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Reports on the topic "Game habit"

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Nelson Kakulla, Brittne. Gaming Attitudes and Habits of the 50+ Gamer: Infographic. AARP Research, December 2019. http://dx.doi.org/10.26419/res.00328.002.

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Anderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, June 2016. http://dx.doi.org/10.26419/res.00125.001.

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Geisthardt, Eric, Burton Suedel, and John Janssen. Monitoring the Milwaukee Harbor breakwater : an Engineering With Nature® (EWN®) demonstration project. Engineer Research and Development Center (U.S.), March 2021. http://dx.doi.org/10.21079/11681/40022.

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The US Army Corps of Engineers (USACE) maintains breakwaters in Milwaukee Harbor. USACE’s Engineering With Nature® (EWN®) breakwater demonstration project created rocky aquatic habitat with cobbles (10–20 cm) covering boulders (6–8 metric tons) along a 152 m section. A prolific population of Hemimysis anomala, an introduced Pontocaspian mysid and important food source for local pelagic fishes, was significantly (p < .05) more abundant on cobbles versus boulders. Food-habits data of alewife (Alosa pseudoharengus) and rainbow smelt (Osmerus mordax) provided evidence that H. anomala were a common prey item. Night surveys and gill netting confirmed O. mordax preferred foraging on the cobbles (p < .05) and consumed more H. anomala than at the reference site (p < .05). H. anomala comprised a significant portion of the diets of young-of-the-year (YOY) yellow perch (Perca flavescens), YOY largemouth bass (Micropterus salmoides), and juvenile rock bass (Ambloplites rupestris) caught on the breakwater. The natural features’ construction on the breakwater increased the available habitat for this benthopelagic macroinvertebrate and created a novel ecosystem benefiting forage fish and a nursery habitat benefiting nearshore game fish juveniles. These data will encourage the application of EWN concepts during structural repairs at other built navigation infrastructure.
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