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Over the past decade, ethnographers have increasingly paid attention to the ways in which practices and principles of financial speculation have been adopted in the governance of public and private resources. Those interested in matters of tax and taxation have typically associated speculation with tax evasion and fraud, paying less attention to other ways in which speculative thinking has entered the relationship between the taxpayer and the state. In this chapter, I examine the design and public reception of the Slovak National Receipt Lottery, one example of the way speculative logic has become part of governing the fiscal subject. I show how the Lottery both reflected and challenged established ideas of fiscal citizenship and redistributive justice, triggering novel anxieties about fraud, disclosure, and privacy amongst citizens and policymakers alike. It revealed a profound disconnect between the way policymakers imagined taxpayer behaviour and motivation, and citizens’ own perception of themselves as morally and socially embedded subjects. Finally, I suggest that the National Receipt Lottery is an example of speculative governance: a particular way of administering public life which combines elements of audit culture, behavioural policy, and gamification to generate social goods and shape citizen subjectivities.
In an era where two-fifths of the global population is engaged in gaming, this industry’s technological and economic evolution is of paramount importance, promising continued growth. Beyond mere entertainment, gaming has become a primary medium for social interaction, enriched by technologies like virtual, augmented, and extended reality. Gaming has increasingly become intertwined with the financial market as game developers shift their focus from gameplay enjoyment to monetization of in-game assets and some players prioritize the potential for livelihood in gaming. This transformation has been accelerated by the integration of blockchain, decentralized finance (DeFi) protocols, and non-fungible tokens (NFTs), which provide users with more control over their in-game assets and enable external trading of such assets in the secondary market. This chapter delves into this integration, examines its impact on the gaming industry, and provides a high-level overview of key related legal and ethical issues that warrant further exploration.
This qualitative research study investigates the effectiveness of gamified handicrafts as an inspiration for teenagers to practice recycling and upcycling. The study utilises focus group interviews and thematic analysis to explore the perceptions and experiences of 15 teenagers who participated in an educational programme called Edcraft, which combines gamification and handicrafts to promote sustainable practices among youth. The findings reveal that Edcraft successfully motivates teenagers to engage in recycling and upcycling activities through its gamified approach, which includes challenges, rewards and social interaction. Themes such as ‘social connections are vital’, ‘convenience and rewards are significant motivators’, ‘gamified activities help attract and engage teens’ and ‘environmental knowledge is crucial to prolonging recycling’ emerged from the thematic analysis. The results also highlight the positive impact of Edcraft on teenagers’ attitudes towards the environment and their willingness to adopt sustainable behaviours beyond the programme. The implications of these findings for promoting environmental education and sustainability among teenagers are discussed, and recommendations for future research and practice are provided.
This chapter focuses on instructed second language acquisition research that examines second language learning specifically in instructional contexts, broadly construed (e.g., classrooms, online learning, self-study). The scope of the research field is discussed by distinguishing it from broader second language acquisition research. In essence, the chapter addresses the primary question that researchers and teachers are interested in: Can instruction help learners develop their second language proficiency? The chapter then answers the follow-up question which is: Which types of instruction are more or less helpful? In answering this question, the chapter considers the goals that learners and other stakeholders, such as teachers and parents, have for their second language development. It discusses different types of second language knowledge (implicit and explicit knowledge) as the goal of second language instruction. Finally, the chapter explores pedagogical issues and ends by considering a taxonomy that describes various approaches and methodologies to second language teaching.
Simulation games (SG) present a learning environment allowing 'what-if' analysis of solutions and decisions that may not be feasible in reality. Positive effects of SG are affected by the context of use, users, and the game design itself. Aim of our research is to investigate to which extent it is possible to represent interdependencies occurring between activities, methods, tools, and roles in real engineering projects by a SG and which prior knowledge is needed for the intended learning outcomes. Our research uses a SG prototype and interviews with industry experts and graduated students.
The growing research field of gamification promises new insights and innovative methods for the active design of user experience. This article examines the extent to which gamification complements the established methods of user experience design in the context of product development. To this end, assessment criteria are proposed that can be used to evaluate human-centred design methods. A qualitative comparison is then used to determine the added value of the innovative field of gamification for future user experience design in consumer products.
The Internet of Things (IoT) and wearable computing are crucial elements of modern information systems and applications in which advanced features for user interactivity and monitoring are required. However, in the fields of pervasive gaming, IoT has had limited real-world applications. In this work, we present a prototype of a wearable platform for pervasive games that combines IoT with wearable computing to enable the real-time monitoring of physical activity. The main objective of the solution is to promote the utilization of gamification techniques to enhance the physical activity of users through challenges and quests. This aims to create a symbolic link between the virtual gameplay and the real-world environment without the requirement of a smartphone. With the integration of sensors and wearable devices by design, the platform has the capability of real-time monitoring the users’ physical activity during the game. The system performance results highlight the efficiency and attractiveness of the wearable platform for gamifying physical activity.
Despite promising early evidence for the validity of well-designed game-based assessments (GBAs) for employee selection, the interaction between the complexity of games and their use in international and cross-cultural contexts is unknown. To address this, this paper presents a descriptive, qualitative study examining the perspectives of both GBA vendors and organizational stakeholders related to cross-cultural issues unique to GBAs related to 1) privacy, 2) legality, and 3) applicant reactions. Overall, privacy and legality concerns appeared similar for GBAs as with other assessment methods, although certain common characteristics of GBAs amplify common concerns. Applicant reactions appeared more positive to GBAs across national borders and cultures than traditional assessments, although some international differences were reported. Other cross-cultural topics raised included international differences in the conflation of GBA and artificial intelligence, in the importance of mobile-first design, and in the ability of GBAs to provide a more language-agnostic experience than other assessment types.
Educational gamification is the introduction of game elements into other activities such as teaching and learning. VERT is a tool in therapeutic radiography that lends itself to gamification as it allows students to experiment and learn at no risk to the patient. The aim of this study was to evaluate the use of a gamified simulation using competitive task elements.
Method:
A total of 78 participants undertook the study which involved a demonstration and practice patient set-up followed by an unassisted timed patient set-up. Once complete the students score was added to a leaderboard.
Results:
Results show very good students’ feedback on the simulation elements, and that skills were transferable and would improve clinical performance. Gender differences were observed in the competitive feedback on two items, satisfaction from competing and competition encouraging performance.
Conclusion:
Overall the competitive aspect was viewed positively by students, although females appeared to enjoy the competitive aspects less than the male students, deriving significantly less satisfaction from the competitive element of the simulation. Despite the emphasis on teamwork within the profession, competitive gamification does appear to have a role within the undergraduate curriculum if carried out correctly.
Joan Costa-Font, London School of Economics and Political Science,Tony Hockley, London School of Economics and Political Science,Caroline Rudisill, University of South Carolina
This chapter focuses on how patients use health-care services. It addresses screening and medication adherence, vaccination (including COVID-19), and self-management of chronic diseases. The realities of health-care decision-making include both direct and opportunity costs (e.g. time it takes for screening, preparing for screening, side effects).This chapter begins with the biases that influence patients’ decisions about healthcare use including preventative care and self-management. Then, with an understanding of how these biases emerge in many contexts, the chapter discusses tools from behavioural economics that could help. Finally, the chapter goes through several examples where we know something about how behavioural economics can help (or not!).
The goal of this paper is to develop and test a gamified design thinking framework, including its pedagogical elements, for supporting various learning objectives for school students. By synthesizing the elements and principles of design, learning and games, the authors propose a framework for a learning tool for school students to fulfil a number of learning objectives; the framework includes a design thinking process called “IISC Design Thinking” and its gamified version called “IISC DBox”. The effectiveness of the framework as a learning tool has been evaluated by conducting workshops that involved 77 school students. The results suggest that the gamification used had a positive effect on the design outcomes, fulfilment of learning objectives, and learners' achievements, indicating the potential of the framework for offering an effective, gamified tool for promoting design thinking in school education. In addition to presenting results from empirical studies for fulfilment of the objectives, this paper also proposes an approach that can be used for identifying appropriate learning objectives, selecting appropriate game elements to fulfil these objectives, and integrating appropriate game elements with design and learning elements. The paper also proposes a general approach for assessing the effectiveness of a gamified version for attaining a given set of learning objectives. The methodology used in this paper thus can be used as a reference for developing and evaluating a gamified version of design thinking course suitable not only for school education but also for other domains (e.g., engineering, management) with minimal changes.
“Table-top” exercises can improve knowledge and skills related to mass casualty incidents (MCIs) with little logistical efforts. We aim to evaluate the learning process of 5th year medical school students related to MCI response using table-top simulation and measure their methodology perception.
Methods:
A theoretical part plus an MCI simulation board exercise was organized. Knowledge pretest and 1 mo after posttest was scored, and an assessment questionnaire with 27 questions with a Likert-type scale with 3 dimensions: methodology, knowledge acquisition, and skills acquisition was administered. Students did not receive any written or training material between pretest and posttest.
Results:
A total of 108 (80%) completed the evaluation questionnaire, pretest, and posttest. For the pretest, average grade was 4.25 (SD = 1.71) and 42% passed, and for the posttest, average grade was 8.33 (SD = 1.28) and 97 % pass (P < 0.0001). All variables measuring methodology perception scored more than 8, except for the duration of the exercise (7.3). Most knowledge acquisition scored above 9. Self-perception skill acquisition scores were slightly lower, although all above 7.
Conclusions:
“Table-top” methodology is useful for acquiring knowledge and skills related to MCI response. Retention of knowledge is very high. Students consider that this methodology can be very useful for medical studies. Active or nonactive role is a factor that only influences final results in specific items.
To look forward, it is necessary to look back and learn from the past. Hence this diverse collection of histories provides an excellent opportunity to reflect on what a future assessment might look like globally. Across the regions the themes for the future of assessment were similar. These centered around the need to adapt tests, to incorporate more local or emic assessments, as well as the need to use more indigenous knowledge. There was a clear narrative of a lack of training and resources in countries that would typically be described as developing or as low- to middle-income countries. This need was also evident in countries that are relatively developed but engaged with psychological assessment later in their histories in comparison to the United States, Britain, France, and Germany, for example. Typically, countries that were colonized, especially those colonized by Britain, showed more developments in the field of assessment as they had more contact with early developments in the field. This chapter reflects on the international histories of assessment and provides an overarching view on what we assess, why we assess, who assesses, and how we assess. In so doing the chapter presents a possible blueprint for the way forward for assessment in the global village that will be equally accessible and applicable to all.
Teaching formats are constantly evolving over the years to adapt to newer methods of student learning. In the ancient times, the practice of ‘Gurukul System’ where students would go and live with a teacher and learn all that teacher would know and practice by listening and observing. Here the method adopted was more tacit-to-tacit knowledge transfer between the teacher and the students. The learning here used to be a function of student’s ability to absorb skill and knowledge, and the evaluation used to be a function of real demonstration of student’s ability. This method has changed in the last hundred years where a more formal schooling system has evolved to get both teachers and students in one place, and the knowledge is transferred explicitly in the form of a prescribed curriculum. The learning in a ‘classroom’ environment is more formatted and the evaluation is based on formal assessments. In the recent years, lot of interest has been developed to innovate the teaching formats so that a ‘student centric learning’ can be practiced in a classroom environment. As described by Kaplan (2021) in this book’s first chapter, changes triggered by the COVID 19 pandemic have impacted the Education Sector extensively giving birth to a digital mode of instruction as the new normal. The digital platform and the transformation it can bring into the practice has created new interest among the teaching community to explore better teaching formats.
Deficits in visuospatial attention, known as neglect, are common following brain injury, but underdiagnosed and poorly treated, resulting in long-term cognitive disability. In clinical settings, neglect is often assessed using simple pen-and-paper tests. While convenient, these cannot characterise the full spectrum of neglect. This protocol reports a research programme that compares traditional neglect assessments with a novel virtual reality attention assessment platform: The Attention Atlas (AA).
Methods/design:
The AA was codesigned by researchers and clinicians to meet the clinical need for improved neglect assessment. The AA uses a visual search paradigm to map the attended space in three dimensions and seeks to identify the optimal parameters that best distinguish neglect from non-neglect, and the spectrum of neglect, by providing near-time feedback to clinicians on system-level behavioural performance. A series of experiments will address procedural, scientific, patient, and clinical feasibility domains.
Results:
Analyses focuses on descriptive measures of reaction time, accuracy data for target localisation, and histogram-based raycast attentional mapping analysis; which measures the individual’s orientation in space, and inter- and intra-individual variation of visuospatial attention. We will compare neglect and control data using parametric between-subjects analyses. We present example individual-level results produced in near-time during visual search.
Conclusions:
The development and validation of the AA is part of a new generation of translational neuroscience that exploits the latest advances in technology and brain science, including technology repurposed from the consumer gaming market. This approach to rehabilitation has the potential for highly accurate, highly engaging, personalised care.
The Trial Innovation Network (TIN) is a collaborative initiative within the National Center for Advancing Translational Science (NCATS) Clinical and Translational Science Awards (CTSA) Program. To improve and innovate the conduct of clinical trials, it is exploring the uses of gamification to better engage the trial workforce and improve the efficiencies of trial activities. The gamification structures described in this article are part of a TIN website gamification toolkit, available online to the clinical trial scientific community.
Methods:
The game designers used existing electronic trial platforms to gamify the tasks required to meet trial start-up timelines to create friendly competitions. Key indicators and familiar metrics were mapped to scoreboards. Webinars were organized to share and applaud trial and game performance.
Results:
Game scores were significantly associated with an increase in achieving start-up milestones in activation, institutional review board (IRB) submission, and IRB approval times, indicating the probability of completing site activation faster by using games. Overall game enjoyment and feelings that the game did not apply too much pressure appeared to be an important moderator of performance in one trial but had little effect on performance in a second.
Conclusion:
This retrospective examination of available data from gaming experiences may be a first-of-kind use in clinical trials. There are signals that gaming may accelerate performance and increase enjoyment during the start-up phase of a trial. Isolating the effect of gamification on trial outcomes will depend on a larger sampling from future trials, using well-defined, hypothesis-driven statistical analysis plans.
This chapter reviews research on how video games have been used in schools and other learning environments and how they impact learning outcomes. This chapter reviews four functions of video games in learning. Games as content teach specific disciplinary knowledge, for example in history, math, second language learning, physics, and medicine. Games as bait leverage the engaging aspects of video games to attract students to the game even when it is not obviously about learning. Games as assessment use the “leveling up” feature of games, where players advance to the next level as their skills increase, as a way to assess the player’s developing knowledge. Games as architectures for engagement are studied by examining how and why people play games and how they can be designed to best foster learning by fostering involvement, immersion, and investment – often using narrative structures. There is evidence that when games are designed on learning sciences principles, they contribute to deeper learning.
Sustainability considerations are traditionally difficult to trade-off with technical and business requirements in an early design phase. Hence, design teams need support to reflect early on in the process, on how sustainability may affect profitability and customer value fulfilment in the long term. The commoditisation of modelling and simulation techniques points to gamification and serious gaming as emerging approaches to raise awareness among the design team – as well as users and stakeholders – of the expected behaviour of a solution along its life cycle. The objective of this paper is to explore how serious games can be used to inform decision-makers about the value versus cost implications of being (or not being) ‘sustainability compliant’ when designing products and systems. The paper initially presents the findings from a descriptive study focused on the definition of ‘design support’ intended to raise sustainability awareness through serious gaming. It further describes the development, application and testing of one of such games for material selection in the aerospace industry.
Learning idiomatic expressions is seen as one of the most challenging stages in second-language learning because of their unpredictable meaning. A similar situation holds for their identification within natural language processing applications such as machine translation and parsing. The lack of high-quality usage samples exacerbates this challenge not only for humans but also for artificial intelligence systems. This article introduces a gamified crowdsourcing approach for collecting language learning materials for idiomatic expressions; a messaging bot is designed as an asynchronous multiplayer game for native speakers who compete with each other while providing idiomatic and nonidiomatic usage examples and rating other players’ entries. As opposed to classical crowd-processing annotation efforts in the field, for the first time in the literature, a crowd-creating & crowd-rating approach is implemented and tested for idiom corpora construction. The approach is language-independent and evaluated on two languages in comparison to traditional data preparation techniques in the field. The reaction of the crowd is monitored under different motivational means (namely, gamification affordances and monetary rewards). The results reveal that the proposed approach is powerful in collecting the targeted materials, and although being an explicit crowdsourcing approach, it is found entertaining and useful by the crowd. The approach has been shown to have the potential to speed up the construction of idiom corpora for different natural languages to be used as second-language learning material, training data for supervised idiom identification systems, or samples for lexicographic studies.
It has been argued that learning a second language requires more self-motivation than other courses (Horwitz, 1995). This article reviews literature on motivation in foreign language classrooms and discusses reasons for the lack of motivation among students in second language classes. Particular attention will be given to addressing reasons why students in Latin classrooms may have less motivation than in other classes. Specifically, intrinsic and extrinsic motivation will be discussed in terms of a Latin classroom. Additionally, this article will discuss what steps can be taken by the teacher to increase motivation and engagement through gameplay, creating a safe space to make mistakes, and turning extrinsic motivation into intrinsic motivation.