Mostrando postagens com marcador Video game. Mostrar todas as postagens
Mostrando postagens com marcador Video game. Mostrar todas as postagens

quinta-feira, 16 de abril de 2015

Video games can power up from merely fun to meaningful experiences

 

 

It may be game over for critics who claim that video games are nothing more than a fun diversion. A team of researchers suggests that many games can be meaningful entertainment experiences for players.

In a study of people's experiences with video games, players indicated that they not only enjoyed playing games, but that they also frequently appreciated them at a deeper, more meaningful level. These findings should be encouraging to video game developers who want to invest in producing games that examine more meaningful, poignant or contemplative topics.

"Video games are often stereotyped as something that is just fun and entertaining, but not something that is deeply appreciated," said Mary Beth Oliver, Distinguished Professor in Media Studies and co-director of Media Effects Research Laboratory, Penn State. "Video games do not seem to have the same critical acclaim as, for example, books and plays or even music."

Participants in the study suggested that story details in the game were critical to feelings of appreciation. They also indicated that more meaningful games were associated with heightened feelings of insight or enrichment.

"That insight could be anything from an emotion or virtue -- like courage -- to an insight on human spirituality," said Oliver.

The researchers, who report their findings in the current issue of Psychology of Popular Media Culture, said games may hold promise of providing players with enriching or gratifying experiences.

"It's certainly true that there are some games that are silly or shallow, but that's the case for almost all forms of entertainment," said Oliver. "Our research suggests that contrary to stereotypes, games have the potential to be as meaningful to players as other, more esteemed forms of entertainment such as literature or cinema."

Games may also provide players the opportunity to experience valuable situations and emotions that other forms of entertainment may not do as frequently, Oliver added.

"Whereas viewers and readers typically watch characters make decisions in movies and books, many video games allow the player to actually make those choices, resulting in feelings such as guilt or pride," she added.

Creating games with more interactive and more meaningful story lines is a challenge for developers, but could be worth the investment, the researchers indicate.

The increased focus on narrative and emotions is a natural evolution in video games, said Nick Bowman, assistant professor of communication studies and a research associate, West Virginia University, who worked with Oliver.

"The earliest video games really had very little in common with other forms of narrative entertainment," said Bowman. "Games have grown from simple point-and-click twitch games to incredibly engrossing emotional experiences and games now have the potential to give us the same sorts of feelings that great novels and music do."

For example, Bowman said at one point in the game Spec Ops, the player is faced with the moral decision to use chemical weapons on an enemy. One consequence of choosing to do so is that innocent refugees are victims of the attack. The player is forced to witness the results of his or her actions, triggering a mix of emotions.

"Such an experience gives players a space to challenge how they see the world, just as movies like Schindler's List or novels like Animal Farm, did for past audiences," said Bowman. "Video games have grown up."

In the study, 512 video game players were assigned to one of two random groups and asked to recall games that were particularly fun or particularly meaningful. They then rated their perceptions about the game. While participants reported that they found both types were fun to play, they said they had more appreciation for the more meaningful games they played.

terça-feira, 10 de junho de 2014

Video game technology aids horse rider assessment

 


Horse riders' balance, symmetry and poor posture could be improved thanks to an innovative body suit that works with motion sensors, commonly used by movie makers and the video games industry.

New research by Elizabeth Gandy, a senior lecturer in the University of Sunderland's Department of Computing, Engineering and Technology, uses inertial motion sensors worn in the XsensTM MVN body suit and is now showing promising results as a method of assessing rider asymmetry and lower back pain and injury risk.

The research has been supported by funding from the University's Faculty of Applied Sciences Digital Innovation research beacon and has now been published in the Sports Technology journal titled: 'A preliminary investigation of the use of inertial sensing technology for the measurement of hip rotation asymmetry in horse riders'.

Elizabeth said: "Lower back pain affects around one-third of the UK adult population and studies have reported that some of the highest injury rates are to be found in equestrian sports. Despite this, limited scientific research has been carried out into the effects of asymmetry and poor posture on rider health.

"The incorporation of inertial motion sensors into a body-worn suit is an emerging technology, which provides a non-constraining alternative to video capture for motion analysis. Examples include medical research and applications within the video game and film industries."

To evaluate the potential of this technology for rider assessment, Elizabeth and colleagues, in collaboration with research associates from the Saddle Research Trust, carried out a postural analysis of 12 riders wearing the XsensTM MVN inertial motion capture suit. Hip angle rotation was measured and software developed to customize the analysis of the data for rider analysis. Results revealed the presence of asymmetry in all of the 12 riders studied, with up to 27° difference between left and right hips, 83 per cent with greater external rotation of the right hip.

"This preliminary study has demonstrated that the use of the inertial motion sensor suit provides an efficient and practical method of assessing riders during a range of movements," explained Elizabeth. "Furthermore, the technology could potentially provide a tool to meet the needs of riders and coaches, for assessment within training and competitive environments."

The MNV Biomech is a 3D human kinematic, camera-less measurement system, with integrated small tracking sensors placed on the joints, which can communicate wirelessly with a computer to capture every twist and turn οf the body and is displayed as an avatar and a 3D set of data on screen.

From biomechanics, sports science, nurse training, rehabilitation and ergonomics are just some of the areas the University of Sunderland's researchers and students are now exploring since investing in the hi-tech suit in 2011, developed by Dutch company Xsens.

Previously used to create the animated alien in the science fiction movie 'Paul', the suit works with sensors and can be used in most environments, both internal and external. Previous technology at the university meant any 3D motion capture data had to be recorded via fixed cameras in a lab.

The full results of the Elizabeth's study will be presented at the second Saddle Research Trust International Conference, to be held in Cambridge on 29th November 2014 at Anglia Ruskin University.


Story Source:

The above story is based on materials provided by University of Sunderland. Note: Materials may be edited for content and length.


Journal Reference:

  1. Elizabeth Gandy et al. A preliminary investigation of the use of inertial sensing technology for the measurement of hip rotation asymmetry in horse riders. Sports Technology, April 2014 DOI: 10.1080/19346182.2014.905949