نتایج جستجو برای: experience
تعداد نتایج: 391528 فیلتر نتایج به سال:
The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students’ lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user ex...
Variants of the slogan that a succession of experiences (in and of itself ) does not amount to an experience of succession are commonplace in the philosophical literature on temporal experience. I distinguish three quite different arguments that might be captured using this slogan: the individuation argument, the unity argument, and the causal argument. Versions of the unity and the causal argu...
Published version CIOLFI, Luigina (2012). Place-centred interaction design: situated participation and co-creation in places of heritage. one copy of any article(s) in SHURA to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. This paper argues that the desi...
This position paper analyzes learnings from several experimental pilots, where the aim has been to evaluate user experience related to adopting new, innovative technology into the everyday lives of pilot users. The goal is to examine how experimental pilots can be used in evaluating user experience. The user experience evaluation methods are classified into four groups: (1) methods used before ...
The challenge of educational game design is to develop solutions that appeal to as many players as possible, but are still educationally effective. One foundation for analyzing and designing educational engagement is the flow theory. This article presents a flow framework that describes the dimensions of flow experience that can be used to analyze the quality of educational games. The framework...
Computing devices and digital services have been moving rapidly from professional environments into the everyday life. This means that technology will influence the evolution of our everyday environment, including our physical surroundings, social encounters, and development of society. It becomes more and more important to evaluate the effects of technology in the realistic complex setting of ...
Gameplay experience (GX) is created during the process of player-game interaction, where this interaction has the goal to provide a motivating, fun experience for the player. Since GX is an important factor for the success of failure of a game, a formal classification of how to design for and evaluate GX is necessary. Using appropriate mechanisms for evaluation and measurement of GX allows the ...
Museums often suffer from so‐called ‘hypercongestion’, wherein the number of visitors exceeds the capacity of the physical space of the museum. This can potentially be detrimental to the quality of visitors’ experiences, through disturbance by the behavior and presence of other visitors. Although this situation can be mitigated by managing visitors’ flow between spaces, a detailed analysis of v...
The cutting edge of designing for the user experience today is found in the arena of designing for the user’s cultural context {1}, {2}, {3}. This is primarily true because of global expansion of the Internet and Web usage. Brick and mortar businesses have learned to adapt their products to be culturally sensitive. For example, car manufacturers build the same basic platform with different styl...
This paper presents an update on MEX (User Experience Generic Model), which was proposed with the aim to support the field study of interactive products and services experiences. The mentioned update refers to an inclusion of a new element in the model’s structure, associated to the user’s goals and activities during these experiences. Author
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