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1.
  • Högberg, Johan, 1973- (författare)
  • Gameful experiences : The not so painful road to gainful behavior
  • 2019
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this work is to investigate the experiences that users make when using gamified services and the effect that such experiences have on the targeted behavioral outcomes. Considerable attention is dedicated to the gameful experience, since this experience is necessary for gamification to affect the target behavior. Moreover, the effectiveness of gamification at triggering different motivational mechanisms and the role of engagement is investigated.This dissertation contains three papers. Paper 1 uses a mixed-methods approach to develop a model and a measure of the gameful experience. Paper 2 uses a field experimental approach to investigate the effect of gamification on a decision to use offers in a store, and the role of engagement for this effect to occur. Finally, Paper 3 uses a field experiment to investigate the contribution of gamification to value creation in stores and how such value creation relates to brand engagement.The first main finding is a model of the gameful experience that includes the dimensions of accomplishment, challenge, competition, guided, immersion, playfulness, and social experience, and the instrument for measuring this experience. The second main finding is that challenge-based gamification can induce positive affect, which can influence evaluative judgments (thus utilizing the affective quality of System 1 to change the target behavior) and, ultimately, brand engagement. However, such challenge-based gamification does not seem to be effective when aiming to affect the biased System 1 through effort justification. The third main finding is the results that indicate that a user needs to be engaged in order for a gamified service to work properly.
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2.
  • Östblad, Per Anders, et al. (författare)
  • Inclusive game design : audio interface in a graphical adventure game
  • 2014
  • Ingår i: 9th Audio Mostly. - New York, USA : ACM Digital Library. - 9781450330329 ; , s. 8-
  • Konferensbidrag (refereegranskat)abstract
    • A lot of video games on the market are inaccessible to players with visual impairments because they rely heavily on use of graphical elements. This paper presents a project aimed at developing a point-and-click adventure game for smart phones and tablets that is equally functional and enjoyable by blind and sighted players. This will be achieved by utilizing audio to give blind players all necessary information and enjoyment without graphics. In addition to creating the game, the aim of the project is to identify design aspects that can be applied to more types of games to include more players. This paper also presents a pilot study that has been conducted on an early version of the game and the preliminary findings are discussed.
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3.
  • Aggestam, Lena, et al. (författare)
  • Evaluation criteria to increase information quality in electronic knowledge repositories
  • 2008
  • Ingår i: Proceedings of the 16th European Conference on Information Systems (ECIS). - : Association for Information Systems. - 9780955315923 ; , s. 1814-1825
  • Konferensbidrag (refereegranskat)abstract
    • Knowledge forms an important asset in modern organisations. In order to gain and sustain competitive advantage knowledge has to be managed. One aspect of this is to use Electronic Knowledge Repositories (EKRs) in order to enhance knowledge sharing, reuse and learning. The success of an EKR is dependent on the quality of its content. For knowledge to be stored in an EKR, it has to be captured. One crucial part of the capture process is to evaluate whether the identified knowledge should be incorporated in the EKR or not. Therefore, to increase information quality in an EKR, the evaluation stage of the capture process must be successfully performed. This paper characterizes Critical Success Factors (CSF) for knowledge evaluation and presents six evaluation criteria to guide the evaluation stage in order to increase information quality in EKR:s. In particular we highlight the importance of performing evaluation addressing correctness, relevance, protection and redundancy. 
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4.
  • Aggestam, Lena, et al. (författare)
  • Strategic Knowledge Management Issues when Designing Knowledge Repositories
  • 2007
  • Ingår i: Proceedings of the 15th European Conference on Information Systems, ECIS 2007. - : Association for Information Systems. ; , s. 528-539
  • Konferensbidrag (refereegranskat)abstract
    • Knowledge forms an important asset in modern organisations. In order to gain and sustain competitive advantage knowledge has to be managed. One aspect of doing this is to build knowledge repositories. In this paper we extend the strategic knowledge management framework to betters suit the process of constructing knowledge repositories. The extended framework highlights, for example, the impact of organizational culture and the importance of distinguishing between the individual and organizational knowledge processes and relating them to each other. The application of the extended framework to analyze a case in the public health care sector revealed a number of important aspects in the preparation and implementation of a knowledge management project. In particular we highlight the importance of having a strategic vision and making the dual relationship between usage and design explicit when implementing a knowledge repository.
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5.
  • Aggestam, Lena, et al. (författare)
  • Supporting Knowledge Evaluation to Increase Quality in Electronic Knowledge Repositories
  • 2010
  • Ingår i: International Journal of Knowledge Management. - : IGI Global. - 1548-0666 .- 1548-0658. ; 6:1, s. 23-43
  • Tidskriftsartikel (refereegranskat)abstract
    • Knowledge forms an important asset in modern organizations. In order to gain and sustain competitive advantage knowledge has to be managed. One aspect of this is to use Electronic Knowledge Repositories (EKR) to enhance knowledge sharing, reuse and learning. The success of an EKR is dependent on the quality of its content. For knowledge to be stored in an EKR, it has to be captured. One crucial part of the capture process is to evaluate whether the identified knowledge should be incorporated in the EKR or not. Therefore, to increase quality in an EKR, the evaluation stage of the capture process must be successfully carried out. Based on an interpretive field study and an extensive literature review, this paper identifies and characterizes Critical Success Factors (CSF) in the evaluation stage and presents guidance aiming to support implementation of the evaluation stage with the purpose to increase the quality of an EKR. In particular, the guidance supports the decision whether identified knowledge should be stored or not and it highlights the importance of performing evaluation addressing correctness, relevance, protection and redundancy. The characterization of the capture process contributes mainly to KM theory, and the guidance to KM practice.
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6.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Acceptance of Entertainment Systems in Stroke Rehabilitation
  • 2009
  • Ingår i: Proceedings of IADIS Game and Entertainment Technologies 2009 (GET 2009). - : IADIS Press. - 9789728924850 ; , s. 75-83
  • Konferensbidrag (refereegranskat)abstract
    • Game-based tools for rehabilitation of different types of physical and cognitive impairments are becoming more and more popular. By introducing an element of fun, these systems aim at increasing patients' motivation to train and, from a further perspective, improve recovery rates. There is, however, a question whether such tools will be fully accepted by the intended target group. Earlier work on user acceptance has mainly focused on utility systems, i.e. systems used mainly in the work place. However, people use systems for different reasons and that makes it difficult to apply the same principles on systems with the main purpose to entertain. Serious games have characteristics from both utility and entertainment systems, which makes it interesting to study the acceptance of these kinds of systems. In this study, we have developed a home-based entertainment system for stroke rehabilitation, with focus on rehabilitation of motor impairments. By analysing the gaming behaviour and interview responses of five stroke patients, we investigate factors influencing user acceptance of this specific type of system. The results show that current models of acceptance are not sufficient to fully explain acceptance of serious games in general and serious games for rehabilitation in particular. Besides well-known factors, such as perceived usefulness, perceived ease-of-use and perceived enjoyment, other, more specific, factors also play a vital role in the acceptance of the system.
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7.
  • Alklind Taylor, Anna-Sofia, 1975- (författare)
  • Facilitation matters : A framework for instructor-led serious gaming
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning and training, cannot fully replace the instructors' tasks, but must rather be designed to facilitate the various activities of the instructors. Thus, instructors form an important target audience in serious game development – not just as subject matter experts, but also as users and players of the game – with a different set of needs than the learners. Moreover, serious gaming (the actualisation of a serious game) involves more than in-game activities, it also involves actions and events that occur off-game. These activities must also be considered when designing and utilising games for learning and training.Using a qualitative approach, instructor-led serious gaming has been explored from a range of contexts, from rehabilitation to incident commander training and military training. Several different instructor roles have been identified and characterised, including in-game facilitator, puckster, debriefer, technical support and subject matter expert. Based on empirical and theoretical material, a framework for instructor-led serious gaming has been developed. It involves best practices in different phases of game-based training, such as scenario authoring, coaching-by-gaming, assessing in-game and off-game performance, giving feedback, and conducting a debriefing or after-action review. Furthermore, specific needs and challenges for instructors have been identified and reformulated into guidelines for instructor-led serious gaming. The guidelines highlight the importance of usability and visualisation, as well as the need for carefully designed support tools for instructors' situation awareness, assessment and debriefing. Lastly, a number of success factors pertaining to both the development and actualisation of serious games are presented. Since serious games aim to be both productive and engaging, it is advantageous to work with interdisciplinary teams when developing serious games. This includes subject matter experts well versed in serious gaming practices. Furthermore, a successful serious game should adhere to sound pedagogical theories, be easy to use and maintain, and include system support for instructors' tasks. Successful serious gaming practices also involve having an organisational culture that fosters knowledge sharing among practitioners.
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8.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Gamers against All Odds
  • 2009
  • Ingår i: Learning by playing: game-based education system design and development. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642033636 - 9783642033643 ; , s. 1-12
  • Konferensbidrag (refereegranskat)abstract
    • The goal of the project presented in this paper is to enable motor rehabilitation to stroke patients in their home environment and to utilise game enjoyment to achieve frequent training. Stroke patients have an average age above 70 years, which implies that they typically do not belong to a gaming generation. In addition, these patients suffer from motor, and many times cognitive impairments, which make traditional games extremely difficult to use. Nearly all work in this area has been conducted in a clinic environment where it is possible to overcome some of these difficulties by letting professionals assist and guide patients.In this paper, we present the challenges faced, the system itself and the result from a study where five patients were equipped with a game console in their homes for five weeks. The focus of this paper is on analysing the gaming behaviour of patients, which includes the amount of time they spent, the type of games they selected and their comments on the gaming experience. The conclusion from this analysis is that their behaviour resembles that of gamers. They spent significant voluntary time, and it has been possible for patients, with no prior experience of computer games, to enjoy gaming in their homes where they had no professional assistance.
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9.
  • Alklind Taylor, Anna-Sofia, et al. (författare)
  • Letting the students create and the teacher play : expanding the roles in serious gaming
  • 2011
  • Ingår i: MindTrek'11. - New York : ACM Special Interest Group on Computer Science Education. - 9781450308168 ; , s. 63-70
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Military organisations have a long history of using games for training. Over the years, they have developed training practices involving role-play, simulations, puckstering and gaming. Most researchers in serious games, i.e. games used for non-entertainment purposes, focus their studies on the learners. This licentiate thesis, instead, takes a closer look on the roles of instructors in game-based training situations, specifically at the Swedish Land Warfare Centre. Through a mix of theoretical and empirical studies, training practices were scrutinised, resulting in a framework for gamebased vocational training. A key element of this framework is the coaching by gaming perspective in which instructors give un-intrusive, formative feedback through role-play and gameplay. Another important aspect of the framework involves dynamic debriefing. These insights points to specific needs for system support for instructors involved in game-based training. They also emphasise the fact that serious gaming is a highly contextualised activity made up of more than the game and the players.
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10.
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