Niederhauser, Mario

Lade...
Profilbild
E-Mail-Adresse
Geburtsdatum
Projekt
Organisationseinheiten
Berufsbeschreibung
Nachname
Niederhauser
Vorname
Mario
Name
Niederhauser, Mario

Suchergebnisse

Gerade angezeigt 1 - 5 von 5
  • Publikation
    Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study
    (JMIR Publications, 16.02.2022) Zahn, Carmen; Leisner, David; Niederhauser, Mario; Roos, Anna-Lena; Iseli, Tabea; Soldati, Marco [in: JMIR Formative Research]
    Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote positive social interactions among players from different generations while playing. Yet, such facilitation of positive social interactions depends on specific game design. To systematically investigate the effects of game design on social interaction between seniors and their coplayers, the game Myosotis FoodPlanet was developed in this study, and the impacts of 3 different game modes on social interaction were compared in a controlled field trial. This study aims to compare the effects of 3 different game modes (competitive, cooperative, and creative) on social interactions (verbal and nonverbal communication) between seniors and their younger coplayers. The results show that game mode can be an important factor for shaping the social interactions of players playing together. Compared with other modes, creative game modes can increase verbal communication. In contrast, competitive modes may stimulate more laughing together. This has important implications for game design and the use of computer games to promote social interaction between seniors and their coplayers in practice.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    “Grandma! Grandpa! Let`s play together!” – Effects of game mode in multiplayer video games on intergenerational social interaction: A randomized field study
    (JMIR Publications, 2022) Zahn, Carmen; Leisner, David; Niederhauser, Mario; Roos, Anna-Lena; Iseli, Tabea; Soldati, Marco [in: JMIR Formative Research]
    Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote the establishment and maintenance of social relationships, due to facilitating positive social interactions between players, even from different generations. Such facilitation of positive social interactions depends, however, on specific game design. The present study investigates the impacts of three different game modes on social interaction in a controlled field trial. Results reveal significant differences. Important implications on game design and the use of computer games for seniors in practice are discussed.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    User Requirements for a Health Care Service Based on Point-of-care Testing in the Context of Ambulatory Care and Telemedicine for Older People.
    (AHFE Open Access, 2022) Mutuura, Kamalatharsie; Niederhauser, Mario; Erb, Nico; Van den Anker, Fred [in: Healthcare and Medical Devices. AHFE (2022) International Conference. AHFE Open Access, vol 51. AHFE International, USA.]
    In healthcare, point-of-care testing, i.e., diagnostic testing at the time and place of patient care, allows for early diagnosis and therefore timely treatment of various diseases. These on-site tests are particularly beneficial to people living in remote areas and those with limited mobility. Our study focused on the design of a service for older people, whereby ambulatory care and telemedicine consultations are based on point-of-care testing. Its aim was to elicit user requirements, specifically for the use case of iron deficiency in older people. A textual scenario was developed which formed the foundation for the simulated or “enacted” scenario, with both undergoing participatory evaluations. A wide range of “socio-technical” requirements were elicited that are expected to be crucial for the implementation of this service. Based on content analysis they were categorized into technology-, people-, organization- and environment-related requirements. The results are discussed regarding the specific use case and methods used.
    04B - Beitrag Konferenzschrift
  • Publikation
    Logible: Detecting, Analyzing and Visualizing Behavior Sequences for Investigating Learning Behavior
    (International Society of the Learning Sciences, 2021) Ruf, Alessia; Jäger, Joscha; Niederhauser, Mario; Zahn, Carmen; Opwis, Klaus; Wichmann, Astrid; Hoppe, H. Ulrich; Rummel, Nikol [in: General Proceedings of the 1st Annual Meeting of the International Society of the Learning Sciences 2021]
    Logible is a highly sensitive web-based interactive tool that automatically detects behavior sequences from raw log files. It further analyzes and visualizes sequences and allows for comparisons of behavior data between different experimental conditions without the use of other software. Logible was developed based on an iterative, exploratory, and rule-based method devised to find meaningful sequences from 92 data sets of students who learned individually or collaboratively with an enhanced video-based environment. The tool is customizable and thus enables researchers to investigate learning behavior with various kinds of sequentially logged interaction data (from web-based video environments, online learning platforms etc.).
    04B - Beitrag Konferenzschrift
  • Publikation
    Introducing a new approach for investigating learning behavior
    (International Society of the Learning Sciences, 2021) Ruf, Alessia; Niederhauser, Mario; Jäger, Joscha; Zahn, Carmen; Opwis, Klaus; Hmelo-Silver, Cindy; de Wever, Bram; Oshima, Jun [in: 14th International Conference on Computer-Supported Collaborative Learning – CSCL 2021]
    The potential of learners’ video interactions to understand learning behavior has been recognized in previous research. However, little research has yet been conducted on enhanced video-based environments using behavior sequence analyses. Hence, we developed Logible, a sensitive, web-based tool to detect and analyze meaningful behavior sequences of learners interacting with such environments. The tool is based on an iterative method. With Logible we were able to visualize learning behavior and emphasize differences in experimental conditions.
    04B - Beitrag Konferenzschrift