Current Search: video game (x)
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- Title
- INVESTIGATING FLOW, PRESENCE, AND ENGAGEMENT IN INDEPENDENT VIDEO GAME MECHANICS.
- Creator
-
Dunaj, Jon, McDaniel, Rudy, University of Central Florida
- Abstract / Description
-
Video games are being studied today more than ever before. The engagement that they generate with the user, if harnessed, is thought to have applications across numerous other fields. Educators especially wish to implement elements of gaming into supplemental activities to help further interest students in the learning process. Many claim that this is because classroom's today are in direct contradiction with the real home life of students. Student's today were born into the fast paced world...
Show moreVideo games are being studied today more than ever before. The engagement that they generate with the user, if harnessed, is thought to have applications across numerous other fields. Educators especially wish to implement elements of gaming into supplemental activities to help further interest students in the learning process. Many claim that this is because classroom's today are in direct contradiction with the real home life of students. Student's today were born into the fast paced world of the digital realm, frequently multi-tasking between watching television, playing games, doing homework, and socializing. As educators begin to create game like experiences to drive student engagement they will seek to create interactions that foster the psychological phenomena of flow, presence, and engagement. Each of these three processes helps play a key role in what makes video games the attention-grabbing medium that they are. When creating games it would be beneficial to know which type of game mechanics reinforce these phenomena the most. The goal of this study is to investigate, Super Meat Boy and Limbo, two very similar games with very different mechanical representations and see which game is more engaging in these three areas. Twenty- nine participants played one of the two games for forty-five minutes, completed three separate measurements, and were observed throughout the process. The results were analyzed and found one game to indeed be more engaging than the other.
Show less - Date Issued
- 2014
- Identifier
- CFH0004625, ucf:45268
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004625
- Title
- FROM SHADOWMOURNE TO FOLK ART: ARTICULATING A VISION OF ELEARNING FOR THE 21ST CENTURY.
- Creator
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Kapp, Christina, Campbell, James, University of Central Florida
- Abstract / Description
-
This study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based productsÃÂ--Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not...
Show moreThis study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based productsÃÂ--Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not only the voices of traditional academic and usability research, but also the ad hoc voices of the players, commentators, developers, and bloggers. These are the people who speak to the community of these sites, and their lived experiences fall somewhere in the interstices between in-site play, beta development, and external commentary (both academic and informal.) The works of experimental academic theorists play an acknowledged and fundamental role in this study, including those of Ulmer, Barab, Gee, and McLuhan. These visionary voices of academia are balanced with a consideration of both the political and financial constraints surrounding immersive educational game development. This secondary level of analysis focuses on how issues around equity of access, delivery platforms, and target disciplines can and should inform strategic goals. While this dissertation alone is unlikely to solve issues of access, emergent groups including the OLPC hold exciting promises for worldwide connectivity. My conclusion forms a synthesis of all these competing forces and proposes a pragmatic and conceptual rule-set for the development of a forward-looking and immersive educational MMORPG.
Show less - Date Issued
- 2010
- Identifier
- CFE0003549, ucf:48906
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003549
- Title
- Video game self-efficacy and its effect on training performance.
- Creator
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Ortiz, Skilan, Bowers, Clint, Fritzsche, Barbara, Joseph, Dana, Cannon-Bowers, Janis, University of Central Florida
- Abstract / Description
-
This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of...
Show moreThis study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of serious games to be more effective than traditional methods of training when it comes to task performance.
Show less - Date Issued
- 2014
- Identifier
- CFE0005224, ucf:50639
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005224
- Title
- PROTOTYPE OF AN EDUCATIONAL GAME FOR KNOWLEDGE RETENTION IN YOUTH HEALTH EDUCATION.
- Creator
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Vogel, Jennifer, Montagne, Euripides, University of Central Florida
- Abstract / Description
-
There is some debate about the most effective and least controversial means of sex education in schools. In several states, state law does not require education about Sexually Transmitted Diseases and Human Immunodeficiency Virus Infection/Acquired Immunodeficiency Syndrome (STDs and HIV/AIDS.) There is also debate about the effect and pervasiveness of sexual situations in video games and its effect on the healthy sexual development of adolescents. This research therefore aims to try to solve...
Show moreThere is some debate about the most effective and least controversial means of sex education in schools. In several states, state law does not require education about Sexually Transmitted Diseases and Human Immunodeficiency Virus Infection/Acquired Immunodeficiency Syndrome (STDs and HIV/AIDS.) There is also debate about the effect and pervasiveness of sexual situations in video games and its effect on the healthy sexual development of adolescents. This research therefore aims to try to solve these two problems and answer the following question: Is it possible to represent sex in a more realistic and educational way through a video game while teaching more medically accurate and necessary information? The completion of this study will be able to provide some insights on the feasibility and benefits of widespread implementation of serious video games for health education in the United States and also point to the necessity of future research into this topic.
Show less - Date Issued
- 2014
- Identifier
- CFH0004656, ucf:45257
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004656
- Title
- The Effect of Civics-Based Video Games on Middle School Students' Civic Engagement.
- Creator
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Pagnotti, John, Russell, William, Hewitt, Randall, Hopp, Carolyn, Dobson, Leonard, University of Central Florida
- Abstract / Description
-
Democratic theorists argue that democratic institutions thrive when the citizens of the society robustly participate in governance (Galston, 2004; Barber, 2001). A traditional indicator of democratic participation is voting in elections or referendums. However, democratic apologetics posit that humans need to be trained in democratic processes in order to be democratic citizens (Dewey, 1916; Gutmann, 1990; Sehr, 1997; Goodlad, 2001). Citizens need to know not only the protocol of...
Show moreDemocratic theorists argue that democratic institutions thrive when the citizens of the society robustly participate in governance (Galston, 2004; Barber, 2001). A traditional indicator of democratic participation is voting in elections or referendums. However, democratic apologetics posit that humans need to be trained in democratic processes in order to be democratic citizens (Dewey, 1916; Gutmann, 1990; Sehr, 1997; Goodlad, 2001). Citizens need to know not only the protocol of participation, they also need to be trained in the processes of mind (Dewey, 1916; 1927). Educational systems in this country have been the traditional place where democratic training has been vested (Spring, 2001). It seems, though, that the methods that educators are using to train young people fail to meet this challenge as voting rates among the youngest citizens (under 30) have never been higher than slightly more than half of eligible voters in the age group. To remedy this situation, Congress and several private civic-education organizations have called for changing curricular approaches to engage more youth. One such method that may hold promise is the use of video game technology. The current generation of youth has grown up in a digital world where they have been labeled (")Digital Natives(") (Prensky, 2001a). They are (")tech savvy(") and comfortable with their lives being integrated with various forms of digital technology. Significantly, industry research suggests that over 90% of (")Digital Natives(") have played a video game in the last 30 days, and business is booming to the level that video games pulled in more money than the movie industry did in 2008 (ESA, 2009). As early as the 1970s, educational researchers have looked at the use of video game technology to engage student learning; however, this research has been limited at best. More recently, educational scholars such as James Gee (2003; 2007) and Kurt Squire (2002; 2003; 2006) have sought to make the academic conversation more mature with regard to using video games as a classroom supplement.This study continues that conversation by using quantitative methods to investigate whether or not different groups of middle school students self-report a greater propensity to be civically engaged as a result of civic-themed video gameplay. The investigator collected data from middle school students who were given access to civic-themed video games to see if there were statistically significant differences in self-reported civic-engagement scores as a result of gameplay. This investigation was conducted at a large, urban middle school in the Southeast region of the United States.
Show less - Date Issued
- 2012
- Identifier
- CFE0004422, ucf:49379
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004422
- Title
- Keeping Quiet: Investigating the Maintenance and Policing of Male-dominated Gaming Space.
- Creator
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Charles, Christopher, Pritchard, Robert, Preston-Sidler, Leandra, Grauerholz, Liz, Corzine, Harold, University of Central Florida
- Abstract / Description
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Despite the near parity between the number of female and male gamers (Entertainment Software Association, 2014), studies on gender in videogames illustrate a culture that typically reflects hegemonic masculinity and excludes women on a multitude of levels. Because these interactions occur within real and virtual space (both online and within games), a holistic approach is warranted to analyze these mechanisms of oppression. This paper seeks to uncover the ways by which gaming culture is...
Show moreDespite the near parity between the number of female and male gamers (Entertainment Software Association, 2014), studies on gender in videogames illustrate a culture that typically reflects hegemonic masculinity and excludes women on a multitude of levels. Because these interactions occur within real and virtual space (both online and within games), a holistic approach is warranted to analyze these mechanisms of oppression. This paper seeks to uncover the ways by which gaming culture is maintained and policed as a male-dominated space, through qualitative data collection. By using ethnographic, participant observation at a large, multi-genre convention the experiences of both male and female gamers were collected and analyzed. Their stories shed light on the means by which women are silenced, or (")kept quiet,(") by voice chat profiling, verbal abuse, and hostile Internet communities. They are subject to strict policing of gamer identity, relegation as casual gamers, and their calls for inclusiveness all too often fall on game developers' deaf ears.
Show less - Date Issued
- 2016
- Identifier
- CFE0006281, ucf:51605
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006281
- Title
- DIGITAL INTERACTIVE GAMES FOR ASSESSMENT: A STUDY OF THE EFFECTIVENESS OF A DIGITAL GAME AS A MEASURE OF STUDENTS' UNDERSTANDING OF BOOLEAN LOGIC.
- Creator
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Haji Mohammad Ali Sabbagh, Shabnam, Moshell, Jack, Underberg, Natalie, Lindgren, Robb, University of Central Florida
- Abstract / Description
-
Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge...
Show moreDigital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology?This study investigates the effectiveness of using a digital interactive game as an assessments method (-) in this case a mini-game that was designed to assess the student's knowledge on basic Boolean logic. The study reports on the performance differences of the students who participated in this study and correlations between the performance of these students in a digital interactive game, written tests and their in-class performance to examine the effectiveness of using a digital game as a new knowledge assessment method.
Show less - Date Issued
- 2014
- Identifier
- CFE0005343, ucf:50494
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005343
- Title
- EFFECTS OF INPUT MODALITY AND EXPERTISE ON WORKLOAD AND VIDEO GAME PERFORMANCE.
- Creator
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Kent, Travis, Sims, Valerie, University of Central Florida
- Abstract / Description
-
A recent trend in consumer and military electronics has been to allow operators the option to control the system via novel control methods. The most prevalent and available form of these methods is that of vocal control. Vocal control allows for the control of a system by speaking commands rather than manually inputting them. This has not only implications for increased productivity but also optimizing safety, and assisting the disabled population. Past research has examined the potential...
Show moreA recent trend in consumer and military electronics has been to allow operators the option to control the system via novel control methods. The most prevalent and available form of these methods is that of vocal control. Vocal control allows for the control of a system by speaking commands rather than manually inputting them. This has not only implications for increased productivity but also optimizing safety, and assisting the disabled population. Past research has examined the potential costs and benefits to this novel control scheme with varying results. The purpose of this study was to further examine the relationship between modality of input, operator workload, and expertise. The results obtained indicated that vocal control may not be ideal in all situations as a method of input as participants experienced significantly higher amounts of workload than those in the manual condition. Additionally, expertise may be more specific than previously thought as participants in the vocal condition performed nearly identical at the task regardless of gaming expertise. The implications of the findings for this study suggest that vocal control be further examined as an effective method of user input, especially with regards to expertise and training effects.
Show less - Date Issued
- 2011
- Identifier
- CFH0004122, ucf:44877
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004122
- Title
- DANGEROUS OPINIONS: PERCEPTION OF VIOLENT VIDEO GAMES ON JURY DECISION MAKING.
- Creator
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Jacobi, Brock, Sims, Valerie, University of Central Florida
- Abstract / Description
-
The purpose of the study was to examine whether a potential juror would give harsher sentences to defendants based only on the manipulation of the defendant's personal hobby. This was investigated by manipulating the hobby through a hypothetical manslaughter scenario in a vignette. Participants were asked to answer questions pertaining to the defendant's guilt and potential sentencing. Results indicate that participants' sex, participants' authoritarianism, and defendant's hobby were...
Show moreThe purpose of the study was to examine whether a potential juror would give harsher sentences to defendants based only on the manipulation of the defendant's personal hobby. This was investigated by manipulating the hobby through a hypothetical manslaughter scenario in a vignette. Participants were asked to answer questions pertaining to the defendant's guilt and potential sentencing. Results indicate that participants' sex, participants' authoritarianism, and defendant's hobby were significant factors. Significant interactions were found pertaining to whether the defendant should receive counseling across sex by violence and sex by avocation. These results are evidence that the use of jurors in the legal system is flawed and needs to be improved upon. Future research should examine an age distribution closer to the national mean, and the online setting should be replaced with an in person mock jury that will have more realistic group dynamic and higher ecological validity.
Show less - Date Issued
- 2014
- Identifier
- CFH0004569, ucf:45177
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004569
- Title
- COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE.
- Creator
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Hess, Taryn, Gunter, Glenda, University of Central Florida
- Abstract / Description
-
The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for...
Show moreThe use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p < .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p < .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.
Show less - Date Issued
- 2010
- Identifier
- CFE0003221, ucf:48566
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003221
- Title
- "I Play to Beat the Machine": Masculinity and the Video Game Industry in the United States.
- Creator
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McDivitt, Anne, Foster, Amy, Cassanello, Robert, Solonari, Vladimir, University of Central Florida
- Abstract / Description
-
This thesis examines the video game industry within the United States from the first game that was created in 1958 until the shift to Japanese dominance of the industry in 1985, and how white, middle class masculinity was reflected through the sphere of video gaming. The first section examines the projections of white, middle class masculinity in U.S. culture and how that affected the types of video games that the developers created. The second section examines reflections of this masculine...
Show moreThis thesis examines the video game industry within the United States from the first game that was created in 1958 until the shift to Japanese dominance of the industry in 1985, and how white, middle class masculinity was reflected through the sphere of video gaming. The first section examines the projections of white, middle class masculinity in U.S. culture and how that affected the types of video games that the developers created. The second section examines reflections of this masculine culture that surrounded video gaming in the 1970s and 1980s in the developers, gamers, and the media, while demonstrating how the masculine realm of video gaming was constructed. Lastly, a shift occurred after the 1980 release of Pac-Man, which led to a larger number of women gamers and developers, as well as an industry that embraced a broader audience. It concludes with the crash of the video game industry within the United States in 1983, which allowed Japanese video game companies to gain dominance in video gaming worldwide instead of the U.S. companies, such as Atari.
Show less - Date Issued
- 2013
- Identifier
- CFE0004889, ucf:49645
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004889
- Title
- A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION.
- Creator
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Lewis, Joshua, Proctor, Michael, University of Central Florida
- Abstract / Description
-
Commercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources,...
Show moreCommercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources, standards, and technology of the computer entertainment industry and military training branches. This research attempts to identify these commonalities with the purpose of systematically designing and evaluating a common component-based software architecture that could be used to implement a framework for developing content for both commercial and military virtual simulation software applications.
Show less - Date Issued
- 2006
- Identifier
- CFE0001177, ucf:46868
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001177
- Title
- EFFECTS OF GAMIFICATION ON SPEED AND ACCURACY ON AN INTERDEPENDENT PAPER SORTING TASK.
- Creator
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Tinkle, Davis, Salas, Eduardo, University of Central Florida
- Abstract / Description
-
This study examined the effects of gamification, i.e. (what makes games challenging, engaging and fun), and its effects on speed and accuracy on an interdependent paper sorting task. Undergraduate students (N=42) at the University of Central Florida participated by working interdependently in groups to sort numbered pieces of paper into piles before and after either playing video games or doing back-to-back drawing(basic team building exercises). It was hypothesized that participants who...
Show moreThis study examined the effects of gamification, i.e. (what makes games challenging, engaging and fun), and its effects on speed and accuracy on an interdependent paper sorting task. Undergraduate students (N=42) at the University of Central Florida participated by working interdependently in groups to sort numbered pieces of paper into piles before and after either playing video games or doing back-to-back drawing(basic team building exercises). It was hypothesized that participants who played video games would sort pieces of paper into the piles faster and more accurate than those who did back-to-back team exercises. Results showed that playing video games was not better than doing basic team exercises, but that the two tasks were relatively equal. Although groups were formed and dissolved quickly, there was improvement between the pre and posttests. While the experiment did not yield significant results, it is possible that using different video games or different interdependent tasks could foster increases in speed and accuracy compared to back-to-back drawing.
Show less - Date Issued
- 2015
- Identifier
- CFH0004797, ucf:45331
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004797
- Title
- PERCEIVED GENDER AND ITS EFFECT ON ATTRIBUTIONS TOWARD AVATARS IN THE VIDEO GAME SPORE.
- Creator
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Sweeney, Victoria, Sims, Valerie, University of Central Florida
- Abstract / Description
-
In this study, 174 undergraduates from the University of Central Florida were asked to rate individual human and animal avatar features from the video game Spore on their level of femininity, masculinity, likability, and how well the feature represented them on a 7 point Likert scale of agreeability. Avatar features were presented on a neutral gray, quadruped body in two different views. It was expected that participants would show higher likability for avatar features that they perceived as...
Show moreIn this study, 174 undergraduates from the University of Central Florida were asked to rate individual human and animal avatar features from the video game Spore on their level of femininity, masculinity, likability, and how well the feature represented them on a 7 point Likert scale of agreeability. Avatar features were presented on a neutral gray, quadruped body in two different views. It was expected that participants would show higher likability for avatar features that they perceived as corresponding to their Personal Attribute Questionnaire (PAQ) gender. Males liked feminine features approximately the same as females, however, in many categories females liked the most masculine features more than the most feminine features. Males liked the most masculine body detail feature more than females, and females liked the most masculine body detail more than males. It also was anticipated that avatar features rated as having both low femininity and low masculinity would be the features rated lowest in likability overall. These features did not have the lowest likability, but were somewhat close to neutral in likability. These results have implications for likable avatar creation for businesses, the military, and education.
Show less - Date Issued
- 2011
- Identifier
- CFH0003815, ucf:44714
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0003815
- Title
- Psychomotor Skill Measurement of Video Game Players.
- Creator
-
Carbone, Thomas, Hughes, Charles, McDaniel, Rudy, Smith, Peter, Smith, Roger, University of Central Florida
- Abstract / Description
-
Psychomotor skills are a combination of innate abilities as well as skills developed because of repeated actions. Researchers have dedicated many studies to understand the extent to which past videogame play contributes to psychomotor skills and fine motor control dexterity. However, not all gamers are created equal. With today's proliferation of platforms, many people are gamers who never pick up a controller. Grouping all gamers together forms dangerous confounds when trying to generalize...
Show morePsychomotor skills are a combination of innate abilities as well as skills developed because of repeated actions. Researchers have dedicated many studies to understand the extent to which past videogame play contributes to psychomotor skills and fine motor control dexterity. However, not all gamers are created equal. With today's proliferation of platforms, many people are gamers who never pick up a controller. Grouping all gamers together forms dangerous confounds when trying to generalize across a population as diverse as today's gamers.The current study aims to study a population comprised only of gamers to see if there are significant differences in their psychomotor skills. A psychomotor skills test has been developed, which is designed to simulate proven physical tests, with the express purpose of exposing differences between gamers. After filling out an extensive survey of gaming habits, participants completed the psychomotor skills test.Participants were then grouped by measured psychomotor ability and a selection of high and low performing gamers completed four tutorial exercises on the dV-Trainer by Mimic Technologies, a validated robotic laparoscopic training device.The study shows that the number of hours reported per week using analog controllers is correlated with the psychomotor score as measured by the newly developed simulation. In particular, the Purdue Pegboard and Finger Tapping simulation software is the best discriminator among members of the gamer population.
Show less - Date Issued
- 2018
- Identifier
- CFE0007316, ucf:52131
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007316
- Title
- EVALUATING THE BENEFITS OF 3D STEREO IN MODERN VIDEO GAMES.
- Creator
-
Litwiller, Tad, LaViola, Joseph, University of Central Florida
- Abstract / Description
-
We present a study that investigates user performance benefits of 3D stereo in modern video games. Based on an analysis of several video games that are best suited for use with commercial 3D stereo drivers and vision systems, we chose five modern titles focusing on racing, first person shooter, third person shooter, and sports game genres. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D...
Show moreWe present a study that investigates user performance benefits of 3D stereo in modern video games. Based on an analysis of several video games that are best suited for use with commercial 3D stereo drivers and vision systems, we chose five modern titles focusing on racing, first person shooter, third person shooter, and sports game genres. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D stereo display) than in the control group (2D display). A game experience pre-questionnaire was used to classify participants into beginner, intermediate, and advanced gameplay categories to ensure prior game experience did not bias the experiment. Our results indicate that even though participants preferred playing in 3D stereo, for the games we tested, it does not provide any significant advantage in overall user performance. In addition, users‟ learning rates were comparable in the 3D stereo display and 2D display cases.
Show less - Date Issued
- 2010
- Identifier
- CFE0003493, ucf:48983
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003493
- Title
- Comparative Analysis of The Effects Of Virtual Reality Active Video Game And Controller-Free Active Video Game Play On Physiological Response, Perceived Exertion, And Hedonic Experience.
- Creator
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Wooden, Shanon, McCauley, Pamela, Rabelo, Luis, Karwowski, Waldemar, Fukuda, David, University of Central Florida
- Abstract / Description
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Over 60% of US adults are overweight or obese. Sedentary lifestyles are considered major contributors to the high rates and increasing prevalence of obesity. Physical activity is a critical component in shifting from sedentary lifestyles. Studies indicate that less than half of U.S. adults meet the CDC/ACSM physical activity recommendations. Interactive video games can increase PA, but no study has yet assessed physiologic effort, hedonics, and perceived exertion for playing immersive virtual...
Show moreOver 60% of US adults are overweight or obese. Sedentary lifestyles are considered major contributors to the high rates and increasing prevalence of obesity. Physical activity is a critical component in shifting from sedentary lifestyles. Studies indicate that less than half of U.S. adults meet the CDC/ACSM physical activity recommendations. Interactive video games can increase PA, but no study has yet assessed physiologic effort, hedonics, and perceived exertion for playing immersive virtual reality (VR) and controller-free screen-based active video games (AVGs), compared to treadmill walking and resting. We ran 25 subjects (9 female, 16 male) in 10-minute sessions of five conditions. Head Mounted Display VR: Oculus (Fruit Ninja and Boxing), Screen-based AVG: Kinect (Fruit Ninja and Boxing), and Treadmill walking at 3 mph. One, six-condition (Rest, Treadmill 3.0, Kinect Boxing, Kinect Fruit Ninja, Oculus Boxing, Oculus Fruit Ninja) repeated-measures ANOVA was used to examine differences in HRmean. Three, five-condition (Treadmill 3.0, Kinect Boxing, Kinect Fruit Ninja, Oculus Boxing, Oculus Fruit Ninja) repeated-measures ANOVA were used to examine differences in HRpeak, ratings of perceived exertion (RPE) and Hedonics (Liking). Post hoc analyses using pairwise comparisons were used to further assess significant main effects of the condition. A Pearson's product-moment correlation was run to assess the relationship between activity condition HRmean and RPE VR Boxing elicited the greatest physiological effort, producing vigorous-intensity PA. There was no significant difference in average heart rate for the Treadmill, Kinect Fruit Ninja, Kinect Boxing, and VR Fruit Ninja. Thus, the Kinect and VR sport and casual games are comparable to treadmill walking PA levels and qualify as moderate-intensity activity. The VR Fruit Ninja, VR Boxing, Kinect Fruit Ninja were the most enjoyed activities. Despite having the highest Heart rate and the highest self-reported Rating of Perceived Exertion (RPE), VR Boxing was significantly more enjoyable than Treadmill Walking. There was no statistically significant correlation between Activity Condition HRmean and RPE.Both casual and sports VR and AVG activities are enjoyable activities for adults, stimulating moderate-to-vigorous activity through a traditionally sedentary medium. This research extends previous works in active video gaming effects on physiological cost, perceived exertion and hedonics and fills the gap relating virtual reality active video games. The significance of the research outcomes is that this analysis provides a scientifically validated approach to support the establishment of physical activity level goals and guidelines in the development of active video games as a response and/or remedy to address the sedentary lifestyles that are contributing to American and global obesity.
Show less - Date Issued
- 2018
- Identifier
- CFE0007383, ucf:52065
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007383
- Title
- Measuring Player Perceptions of Freedom and Control in Modded and Unmodded Versions of Bethesda's Skyrim: A Qualitative Play Study.
- Creator
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Kretzschmar, Mark, Salter, Anastasia, Stanfill, Mel, Janz, Bruce, Postigo, Hector, University of Central Florida
- Abstract / Description
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This interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda's sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need...
Show moreThis interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda's sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need psychology to understand how users perceive control in media studies. At present, qualitative academic research that measures gamer perceptions of control is non-existent as is research on how users articulate their experiences with mods. Interviews were conducted with twenty-seven individuals who identified as gamers to analyze these perceptions of control in a game like Skyrim. The first chapter is introductory and outlines key terms for the dissertation as well as the play study's methodology. The second chapter examines philosophical and psychological perceptions of control that correspond with negative freedom (freedom from) and positive freedom (freedom to). While no game can promise radical free will because they have been programmed in advance, the information here may be used to demonstrate how perceptions of control might influence game design. The third chapter continues this exploration of perceived control through genre analysis, revealing the relationship between greater perceptions of control and mod support in sandbox video games. The fourth chapter presents the first two findings from the play study that demonstrate how mods influence player perceptions of control. The fifth chapter reveals how gamers of the play study discuss their perceptions of control video games in their own words with an emphasis on positive and negative freedom and generic conventions. The final chapter provides challenges for game design and scholarly qualitative analysis for future research based on findings in the play study.
Show less - Date Issued
- 2019
- Identifier
- CFE0007479, ucf:52673
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007479
- Title
- The Effects of Narrative and Achievements on Learning in a 2D Platformer Video Game.
- Creator
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Fanfarelli, Joseph, McDaniel, Rudy, Smith, Peter, Bowers, Clint, Vie, Stephanie, University of Central Florida
- Abstract / Description
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Game design is a rigorous practice rife with complexity. The design of learning games is similarly complex to the design of their entertainment-based relatives. This complexity is partially due to the many interacting components that comprise games. The impacts of these individual components are not well understood. Advancing the understanding of how such component parts contribute to the formed game will inform decisions related to their inclusion and subsequent design within games....
Show moreGame design is a rigorous practice rife with complexity. The design of learning games is similarly complex to the design of their entertainment-based relatives. This complexity is partially due to the many interacting components that comprise games. The impacts of these individual components are not well understood. Advancing the understanding of how such component parts contribute to the formed game will inform decisions related to their inclusion and subsequent design within games. Achievements and narrative are two such components. They have been examined within gamified systems, but little research has studied them within the context of a serious game. The interactions between such elements and other game elements could produce results that diverge from the results of their use in isolation of a complete gaming framework. This dissertation selectively incorporates or excludes narrative and achievements within a two-dimensional platformer serious game to understand their impact on learning, flow, engagement, narrative transportation, and intrinsic motivation. Conditions are examined individually as well as in a combined condition. A control condition is maintained for comparison. Results indicate that narrative and achievements were not effective in improving the effectiveness of the game. Potential causes are discussed in tandem with the implications for the design and integration within a gaming framework. While the manipulations did not improve effectiveness, the game was responsible for substantially increased knowledge acquisition, as determined by pre and posttest results.
Show less - Date Issued
- 2014
- Identifier
- CFE0005490, ucf:50341
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005490
- Title
- Emergent Narrative: Stories of Play, Playing with Stories.
- Creator
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Murnane, Eric, Salter, Anastasia, McDaniel, Rudy, Fanfarelli, Joseph, Costello, Rita, University of Central Florida
- Abstract / Description
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Emergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game...
Show moreEmergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game Skyrim (a large, open world fantasy roleplaying game) and analyzed using a mixed-method framework which is informed by digital ethnography, fan studies, and game studies. Using a cluster sampling method, the posts were divided into categories based on theme. This work outlines the historical trajectory of the term emergent narrative and proposes that player created emergent narratives are novel as they capitalize on random events during play in order to create stories which are both contextual and surprising. Each chapter explores a different kind of storytelling in one hundred of the posts, showcasing the diverse subjects that players explore. This work demonstrates that upon reflection, players are not passive recipients of information from games. By participating in these online activities, players become cocreators of their own stories. This work expands our understanding of players, interactive systems, and narrative by arguing that the act of play is collaborative rather than receptive.
Show less - Date Issued
- 2018
- Identifier
- CFE0007061, ucf:52011
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007061