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Article
Publication date: 1 June 2005

Michael Mateas

Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural

1247

Abstract

Purpose

Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media.

Design/methodology/approach

This paper looks at one of the earliest historical calls for universal procedural literacy, explores how games can serve as an ideal object around which to organize a procedural literacy curriculum, and describes a graduate course developed at Georgia Tech, Computation as an Expressive Medium, designed to be a first course in procedural literacy for new media practitioners.

Findings

To achieve a broader and more profound procedural literacy will require developing an extended curriculum that starts in elementary school and continues through college. Encountering procedurality for the first time in a graduate level course is like a first language course in which students are asked to learn the grammar and vocabulary, read and comment on literature, and write short stories, all in one semester; one's own students would certainly agree that this is a challenging proposition.

Originality/value

New media scholars and practitioners, including game designers and game studies scholars, may assume that the “mere” technical details of code can be safely bracketed out of the consideration of the artifact. Contrary to this view, it is argued that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media.

Details

On the Horizon, vol. 13 no. 2
Type: Research Article
ISSN: 1074-8121

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Article
Publication date: 1 June 2005

William W. Crosbie

To review Peter Plantec's book Virtual Humans: A Build it Yourself Kit.

1043

Abstract

Purpose

To review Peter Plantec's book Virtual Humans: A Build it Yourself Kit.

Design/methodology/approach

This book is meant to be read by one willing to actively engage with the technologies that Plantec introduces. While the technology that enables virtual agents is stable, many agents are annoyingly non‐humanlike in their interactions. Plantec encourages his readers to enter the world of virtual humans by providing the resources and coaching necessary to create a digital agent. He challenges the reader to throw off the notion that she is creating a technical implementation, a piece of software, and instead persuades her to approach the task as a scriptwriter would in creating a character.

Findings

Only through the application of artifice can developers hope to create deeply engaging virtual humans with recognizable, engaging personalities. But once people start to believe in their virtual companions, where might it lead them as a society?

Originality/value

Provides information about virtual humans.

Details

On the Horizon, vol. 13 no. 2
Type: Research Article
ISSN: 1074-8121

Keywords

Available. Content available
Article
Publication date: 1 June 2005

Drew Davidson

234

Abstract

Details

On the Horizon, vol. 13 no. 2
Type: Research Article
ISSN: 1074-8121

Available. Content available
Article
Publication date: 8 February 2016

20

Abstract

Details

Journal of Managerial Psychology, vol. 31 no. 1
Type: Research Article
ISSN: 0268-3946

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Article
Publication date: 31 May 2005

Bill Tomlinson

Many current video games feature virtual worlds inhabited by autonomous 3D animated characters. These characters often fall short in their ability to participate in social…

632

Abstract

Many current video games feature virtual worlds inhabited by autonomous 3D animated characters. These characters often fall short in their ability to participate in social interactions with each other or with people. Increasing the social capabilities of game characters could increase the potential of games as a platform for social learning. This article presents advances in the area of social autonomous character design. Specifically, a computational model of social relationship formation is described. This model formed the basis for a game entitled “AlphaWolf” that allows people to play the role of newborn pups in a pack of virtual wolves, helping the pups to find their place in the social order of the pack. This article offers the results from a 32‐subject user study that assessed the social relationship model, showing that it effectively represents the core elements of social relationships in a way that is perceivable by people. Additionally, this article proposes a game that will allow parents, teachers and children to experiment with computational social behavior through social virtual characters. This research contributes to the development of games for social learning by offering a set of viable algorithms for computational characters to form social relationships, and describing a project that could utilize this model to enable children to learn social skills by interacting with game characters.

Details

Interactive Technology and Smart Education, vol. 2 no. 2
Type: Research Article
ISSN: 1741-5659

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Article
Publication date: 19 July 2022

Behnam Forouhandeh, Rodney J. Clarke and Nina Louise Reynolds

The purpose of this paper is to demonstrate the utility of systemic functional linguistics (SFL) as an underlying model to examine the similarities/differences between spoken and…

741

Abstract

Purpose

The purpose of this paper is to demonstrate the utility of systemic functional linguistics (SFL) as an underlying model to examine the similarities/differences between spoken and written peer-to-peer (P2P) communication.

Design/methodology/approach

An embedded mixed methods experimental design with linguistically standardized experimental stimuli was used to expose the basic linguistic differences between P2P communications that can be attributed to communication medium (spoken/written) and product type (hedonic/utilitarian).

Findings

The findings show, empirically, that consumer’s spoken language is not linguistically equivalent to that of written language. This confirms that the capability of language to convey semantic meaning in spoken communication differs from written communication. This study extends the characteristics that differentiate hedonic from utilitarian products to include lexical density (i.e. hedonic) vs lexical sparsity (i.e. utilitarian).

Research limitations/implications

The findings of this study are not wholly relevant to other forms of consumer communication (e.g. viral marketing). This research used a few SFL resources.

Practical implications

This research shows that marketers should ideally apply a semantic approach to the analysis of communications, given that communication meaning can vary across channels. Marketers may also want to focus on specific feedback channels (e.g. review site vs telephone) depending on the depth of product’s details that need to be captured. This study also offers metrics that advertisers could use to classify media and to characterize consumer segments.

Originality/value

This research shows the relevance of SFL for understanding P2P communications and has potential applications to other marketing communications.

Details

European Journal of Marketing, vol. 56 no. 8
Type: Research Article
ISSN: 0309-0566

Keywords

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Article
Publication date: 6 April 2017

Carlos Francisco Bitencourt Jorge and Michael J.D. Sutton

The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating…

613

Abstract

Purpose

The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively rating serious games and simulations associated with corporate and university game-based learning (GBL).

Design/methodology/approach

A relevant literature review was executed to locate significant references to fun and play, assessment of GBL, and the pattern for integrating those elements with knowledge mobilization (KMb). A repertory grid method (RGM) was used to propose a preliminary model.

Findings

The proposed FUNIFICATION Model will be useful as a foundation for further evaluation of GBL environments.

Research limitations/implications

Additional rationalization of the proposed model and applying it to actual games with focus groups as the observers would provide additional validity to the new model.

Practical implications

A threshold for fun involved in serious games and simulations would provide a quantitative/qualitative measure for playability of serious games and simulations. The FUNIFICATION Factor would feed into a KMb model for acquiring, codifying, disseminating, and making knowledge actionable, either within academic, corporate, or public sector environments.

Originality/value

The range of assessment models for GBL is evident from the literature review, and value could be derived in building an evaluation model based upon the RGM to identify a FUNIFICATION Factor for serious games and simulations.

Details

World Journal of Science, Technology and Sustainable Development, vol. 14 no. 2/3
Type: Research Article
ISSN: 2042-5945

Keywords

Available. Open Access. Open Access
Article
Publication date: 20 May 2021

Ana Carolina Tomé Klock, Eetu Wallius and Juho Hamari

Several freight operations rely on human cognition and behavior. Tackling these aspects, gamification transforms activities to resemble game-like experiences. Since the freight…

3983

Abstract

Purpose

Several freight operations rely on human cognition and behavior. Tackling these aspects, gamification transforms activities to resemble game-like experiences. Since the freight transportation sector is rapidly adopting gamification, the purpose of this study is to provide an overview that synthesizes the state-of-the-art and plot future directions for research and the practice of gamifying this area.

Design/methodology/approach

A systematic review of the gamification of freight transportation was conducted. After screening 691 studies, 40 relevant studies were analyzed.

Findings

Most studies found positive psychological and behavioral outcomes from gamification. Literature mainly focused on tackling the operational-level issues of road and maritime transportation modes by implementing simulation games.

Research limitations/implications

Besides elaborating how gamification can improve freight transportation, the authors describe directions still uncovered by the current corpus, such as research design and temporality and the variety of modes and tasks.

Practical implications

Practical implications emerged from the studies, primarily focusing on understanding users, tasks and contexts, targeting different audiences and transportation modalities, and balancing motivational affordances, while considering the demands of the freight transportation domain, including dynamic, spatially dispersed environments and cooperation between multiple stakeholders.

Social implications

The transportation of goods dominates much of the global economy and ecology. Therefore, gamifying this domain has a huge societal impact potential, especially related to issues of sharing economy, safety, environmental sustainability and social media.

Originality/value

Beyond providing an original overview of gamified freight transportation, this study maps current research gaps and describes practical recommendations.

Details

International Journal of Physical Distribution & Logistics Management, vol. 51 no. 7
Type: Research Article
ISSN: 0960-0035

Keywords

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