998 resultados para TOPOLOGICAL GAMES


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Groundwater is a common-pool resource that is subject to depletion in many places around the world as a result of increased use of irrigation and water-demanding cash crops. Where state capacity to control groundwater use is limited, collective action is important to increase recharge and restrict highly water-consumptive crops. We present results of field experiments in hard rock areas of Andhra Pradesh, India, to examine factors affecting groundwater use. Two nongovernmental organizations (NGOs) ran the games in communities where they were working to improve watershed and water management. Results indicate that, when the links between crop choice and groundwater depletion is made explicit, farmers can act cooperatively to address this problem. Longer NGO involvement in the villages was associated with more cooperative outcomes in the games. Individuals with more education and higher perceived community social capital played more cooperatively, but neither gender nor method of payment had a significantly effect on individual behavior. When participants could repeat the game with communication, similar crop choice patterns were observed. The games provided an entry point for discussion on the understanding of communities of the interconnectedness of groundwater use and crop choice.

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The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and training marketplace, and employ various key game-engine components such as the graphics and physics engines to produce realistic “digital-world” simulations of the real “physical world”. Many approaches are driven by the technology and often lack a consideration of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both the technological and pedagogical dimensions should occur together, with the pedagogical dimension providing the lead. This chapter explores the relationship between these two dimensions, and explores how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto the use of the affordances of computer game engines. Autonomous and collaborative learning approaches are discussed. The design of a serious game is broken down into spatial and temporal elements. The spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player aspect of serious games is related to theories of “collaborative learning” which is broken down into a discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy is related to various serious games we have recently produced and researched, and is presented in the hope of informing the “serious game community”.

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At a recent conference on games in education, we made a radical decision to transform our standard presentation of PowerPoint slides and computer game demonstrations into a unified whole, inserting the PowerPoint presentation to the computer game. This opened up various questions relating to learning and teaching theories, which were debated by the conference delegates. In this paper, we reflect on these discussions, we present our initial experiment, and relate this to various theories of learning and teaching. In particular, we consider the applicability of “concept maps” to inform the construction of educational materials, especially their topological, geometrical and pedagogical significance. We supplement this “spatial” dimension with a theory of the dynamic, temporal dimension, grounded in a context of learning processes, such as Kolb’s learning cycle. Finally, we address the multi-player aspects of computer games, and relate this to the theories of social and collaborative learning. This paper attempts to explore various theoretical bases, and so support the development of a new learning and teaching virtual reality approach.

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Urheilutapahtumat tavoittavat miljoonia ihmisiä päivittäin ympäri maailmaa. Yritykset ovat jo pitkään olleet kiinnostuneita yhteistyöstä urheilutapahtumien kanssa. Sponsoroinnin rahavirta on jatkanut kasvua, vaikka muun mainonnan kasvu on ollut hidasta. Tapahtumasponsorointiin käytetyn rahan määrä on viime vuosina kasvanut noin viisi prosenttia vuositasolla. Tutkielman tarkoituksena oli tarkastella urheilutapahtuman verkostoa ja suhteita tapahtuman pääyhteistyökumppanien näkökulmasta. Tutkimuksen tavoite oli jaettu kahteen osa-ongelmaan: 1. Miten urheilutapahtuman pääyhteistyökumppanit kokevat oman suhteensa sponsoroitavaan kohteeseen 2. Miten urheilutapahtuman pääyhteistyökumppanit kokevat oman asemansa verkostossa Ensimmäisenä teemana tutkielmassa tarkasteltiin tapahtumasponsoroinnin tavoitteita ja kahden välisen sponsorointisuhteen toimintaa. Toisena tarkasteltiin urheilutapahtuman verkoston muodostumista, toimintaa ja suhteita. Näiden kahden teeman pohjalta rakennettiin teoreettinen viitekehys tukemaan empiirisen tutkimuksen toteuttamista. Tutkimus on luonteeltaan laadullinen tapaustutkimus, jossa aineisto kerättiin kymmeneltä Paavo Nurmi Games –urheilutapahtuman pääyhteistyökumppanitason yritykseltä. Tutkimuksessa haastateltujen yritysten edustajien haastattelun lisäksi he myös piirsivät oman hahmotelmansa PNG-verkostosta. Näiden verkostokuvien keskinäinen vertailu tuki haastatteluissa kerättyä ja litteroitua aineistoa. Empiirisen tutkimuksen tuloksissa aineistoa käsiteltiin teoreettiseen viitekehykseen perustuviin teemoihin tukeutuen. Teemojen avulla esiteltiin pääyhteistyökumppanien kokemuksia PNG-verkoston eri toimijoista, suhteista sekä tavoitteista sponsorointisuhteelle. Aineistosta havaittiin selkeitä yhtäläisyyksiä pääyhteistyökumppanien yhteistyön tavoitteissa sekä koetusta suhteesta sponsoroitavaan kohteeseen. Haastateltujen yritysten kokemukset omasta asemastaan verkostossa poikkesivat suuremmin toisistaan. Yhteistyön tavoitteet ja tausta vaikuttivat yrityksen kokemukseen verkostosta. Verkostosta tunnistettiin kuitenkin kaksi keskeisintä toimijaa erilaisista verkostokokemuksista huolimatta.

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This article discusses the potential of audio games based on the evaluation of three projects: a story-driven audio role-playing game (RPG), an interactive audiobook with RPG elements, and a set of casual sound-based games. The potential is understood, both in popularity and playability terms. The first factor is connected to the degree of players’ interest, while the second one to the degree of their engagement in sound-based game worlds. Although presented projects are embedded within the landscape of past and contemporary audio games and gaming platforms, the authors reach into the near future, concluding with possible development directions for this non-visual interactive entertainment.

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This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University Lüneburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.