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The game itself?
(2020)
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.
Public blockchain
(2020)
Blockchain has the potential to change business transactions to a major extent. Thereby, underlying consensus algorithms are the core mechanism to achieve consistency in distributed infrastructures. Their application aims for transparency and accountability in societal transactions. As a result of missing reviews holistically covering consensus algorithms, we aim to (1) identify prevalent consensus algorithms for public blockchains, and (2) address the resource perspective with a sustainability consideration (whereby we address the three spheres of sustainability). Our systematic literature review identified 33 different consensus algorithms for public blockchains. Our contribution is twofold: first, we provide a systematic summary of consensus algorithms for public blockchains derived from the scientific literature as well as real-world applications and systemize them according to their research focus; second, we assess the sustainability of consensus algorithms using a representative sample and thereby highlight the gaps in literature to address the holistic sustainability of consensus algorithms.
The game itself?
(2020)
In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.
Developing a new paradigm
(2020)
Internet users commonly agree that it is important for them to protect their personal data. However, the same users readily disclose their data when requested by an online service. The dichotomy between privacy attitude and actual behaviour is commonly referred to as the “privacy paradox”. Over twenty years of research were not able to provide one comprehensive explanation for the paradox and seems even further from providing actual means to overcome the paradox. We argue that the privacy paradox is not just an instantiation of the attitude-behaviour gap. Instead, we introduce a new paradigm explaining the paradox as the result of attitude-intention and intentionbehaviour gaps. Historically, motivational goal-setting psychologists addressed the issue of intentionbehaviour gaps in terms of the Rubicon Model of Action Phases and argued that commitment and volitional strength are an essential mechanism that fuel intentions and translate them into action. Thus, in this study we address the privacy paradox from a motivational psychological perspective by developing two interventions on Facebook and assess whether the 287 participants of our online experiment actually change their privacy behaviour. The results demonstrate the presence of an intentionbehaviour gap and the efficacy of our interventions in reducing the privacy paradox.
Stetig steigende Studierendenzahlen und Studierendenerwartungen der „Generation Z“ als „Digital Natives“ stellen Hochschulen bei gleichbleibenden Lehrressourcen vor vielfältige technische, didaktische, organisationale und curriculare Herausforderungen. Aufgrund ihrer Diversität und Heterogenität gibt es keinen einheitlichen Weg der digitalen Transformation im Hochschulsektor. Curricula, Studienstrukturen, Präsenzlehre und digitale Lehr- und Lernangebote müssen auf die jeweiligen Hochschulen, Zielgruppen und Kooperationspartner zugeschnitten werden. Dabei müssen auch neue Zielgruppen erreicht werden, z.B. Berufstätige und Teilzeitstudierende, und die Individualisierung sowie die nationale und internationale Studierendenmobilität gefördert werden. Kompetenzen für die Informationsextraktion aus Lern- und Studienprozessen, (Big) Data Analytics und Visualisierung, Künstliche Intelligenz und Augmented Reality müssen in Hochschulen aufgebaut werden. Von der digitalen Transformation sind alle Bereiche von Hochschulen betroffen, z.B. Präsidien, Fakultäten und gleichgestellte Einrichtungen, Universitätsverwaltungen, Forschungseinrichtungen sowie zentrale und dezentrale (IT-)Dienstleister, die sich mit schnell verändernden Anforderungs- und Rollenprofilen anpassen müssen. Ferner sind rechtliche Rahmenbedingungen zu betrachten, z.B. Datenschutzanforderungen, um die Potenziale von digitalen Lehr- und Lernangeboten und von digitalen Medien in der Lehre zu erschließen. Dieser Track diskutiert theoretische, konzeptionelle, gestaltungsorientierte, empirische und verhaltensorientierte Beiträge.
As Industry 4.0 infrastructures are seen as highly evolutionary environment with volatile, and time-dependent workloads for analytical tasks, particularly the optimal dimensioning of IT hardware is a challenge for decision makers because the digital processing of these tasks can be decoupled from their physical place of origin. Flexible architecture models to allocate tasks efficiently with regard to multi-facet aspects and a predefined set of local systems and external cloud services have been proven in small example scenarios. This paper provides a benchmark of existing task realization strategies, composed of (1) task distribution and (2) task prioritization in a real-world scenario simulation. It identifies heuristics as superior strategies.
How games spoil creativity
(2020)
The demand for a creative workforce is every growing and effective measures to improve individual creativity are searched for. This study analyzes the possibility to use games as a prime for a creative mindset. Two short entertainment games, plus a no-game-comparison condition were set up in three versions of an online-study, along with two creativity tasks and scales to assess the individual creative mindset (fixed-vs-growth, creative self-efficacy and affect). Results indicate priming effects of the games, but in the opposite intended direction: gaming diminished the creative test performances. Those playing the games reported more ideas in the open-ended creative problem task, but those answers were of less quality and they solved less closed-problem items compared to those not playing. An impact of further mindset differences could be ruled out.