An exergame cycling programme may lead to improvement in cardiovascular fitness in youth with CP. This study was limited by small sample size and lack of a comparison group. Future research is warranted.
This study employs social network analysis to map the Canadian network of carbon-capital corporations whose boards interlock with key knowledge-producing civil society organizations, including think tanks, industry associations, business advocacy organizations, universities, and research institutes. We find a pervasive pattern of carbon-sector reach into these domains of civil society, forming a single, connected network that is centered in Alberta yet linked to the central-Canadian corporate elite through hegemonic capitalist organizations, including major financial companies. This structure provides the architecture for a "soft" denial regime that acknowledges climate change while protecting the continued flow of profit to fossil fuel and related companies.
Most design advice for the development of successful gamification systems has focused on how best to engage the end user while imbuing the system with playfulness. This paper argues that it is also critical for designers to focus on the broad context of the system's deployment, including the identification of stakeholder requirements, requirements from the hosting organization, deep understanding of the diversity of the target population, understanding of limits in the agency of the target users, and constraints arising from the post-deployment environment. To illustrate the importance of such contextual and stakeholder analysis, the paper presents issues and associated solutions that were discovered through the creation of a children's nutrition and fitness education gamification system. The problems identified through a broad analysis of context significantly altered the design of the system and led to the realization that the initially conceptualized project would have been unusable. The paper concludes with concrete lessons for designers.Gamification, the use of design elements characteristic of games in non-game contexts [9], has become an increasingly popular research area. Gamification provides a novel way to engage users and solve real-world problems in areas such as defense [15], education [18], healthcare [11,31], and scientific research [30]. Research into successful gamification techniques has primarily focused on how best to engage the end user [1,8,17,27] using internal (autonomy, competence, and relatedness) and external (badges, point systems, leaderboards, levels, and quests) motivators [1,8,17,27] and how to make the user's activity entertaining through gameplay [8,19,22,25,31]. In this paper, we argue that in addition to motivational constructs and entertainment value, gamification systems-tools used to gamify activities-need to consider their context of deployment. While this is well established in the field of computer-human interaction, context in design has, to date, received little attention in the field of gamification.To illustrate the importance of context in designing a gamification system, we report on our experience in the design of Edufitment, a framework for educating children in nutrition and fitness. For instance, Edufitment was initially intended for deployment in school classrooms. We aimed to improve the diets of the targeted children by teaching nutrition using a game. However, investigations with our stakeholders revealed that 94% of the targeted children were eligible for free or reduced-cost lunch programs. This reduced the children's ability to choose what they ate during school hours. Had we designed the framework as initially intended, there could have been a large disconnect between the types of foods our program taught the children to eat and the types of foods the children had the option of eating.This represents just one of numerous examples of how information gleaned from stakeholders and from consideration of the context of deployment was critically influential on...
Network lag is a fact of life for networked games. Lag can cause game states to diverge at different nodes in the network, making it difficult to maintain the illusion of a single shared space. Traditional lag compensation techniques help reduce inconsistency in networked games; however, these techniques do not address what to do when states actually have diverged. Traditional consistency maintenance (CM) does not specify how to make gamecritical decisions when players' views of the shared state are different, nor does it indicate how to repair inconsistencies. These two issues -decision-making and error repair -can have substantial effects on players' gaming experience. To address this shortcoming, we have characterized a range of algorithmic choices for decisionmaking and error repair. We report on a study confirming that these algorithms can have significant effects on player experience and performance, and showing that they are often more important than degree of consistency itself.
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