There is considerable interest in leveraging video games to support students’ motivation. This involves employment of educational (serious) and entertainment games. However, while evidence indicates that games can enhance learning outcomes, doubts persist about whether they retain their enjoyable character in formal learning contexts. This study was carried out within the H2020 Gaming Horizons project, which involved a review of academic literature on the role of games in society, as well as 73 semi-structured interviews with relevant stakeholders, including players and educators, investigating their positions on game-related issues. The interviews suggested that players tend to view game-based learning – and specifically serious games at school – with scepticism. This is partly attributable to the perception that serious games have lower production values than entertainment games, and that gaming, as a voluntary, self-driven activity, clashes with the structured nature of school. Some educators reported individual and gender differences in the motivating power of games. However, the use of entertainment games to foster learning outcomes was seen favourably. Two focus groups devoted to the issue highlighted the need for carefully tailoring the gaming experience to both context and student, and the importance of developing a sustainable business model for enhancing serious games quality.
In this paper we research the following question: What motivational factors relate, in which degree, to intentions on compliance to ISP and how could these insights be utilized to promote endusers compliance within a given organization? The goal of this research is to provide more insight in the motivational factors applicable to ISP and their influence on end-user behavior, thereby broadening knowledge regarding information systems security behaviors in organizations from the viewpoint of non-malicious abuse and offer a theoretical explanation and empirical support. The outcomes are also useful for practitioners to complement their security training and awareness programs, in the end helping enterprises better effectuate their information security policies. In this study an instrument is developed that can be used in practice to measure an organizational context on the effects of six motivational factors recognized. These applicable motivational factors are determined from literature and subsequently evaluated and refined by subject matter experts. A survey is developed, tested in a pilot, refined and conducted within four organizations. From the statistical analysis, findings are reported and conclusions on the hypothesis are drawn. Recommended Citation Straver, Peter and Ravesteyn, Pascal (2018) "End-users Compliance to the Information Security Policy: A Comparison of Motivational Factors," Communications of the IIMA: Vol. 16 : Iss. 4 , Article 1. Available at: https://scholarworks.lib.csusb.edu/ciima/vol16/iss4/1
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Within TIND, Christian Roth studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers to enable the creation of more effective artefacts. Interactive Narrative Design (IND) is a complex and challenging interdisciplinary field introducing new affordances in technique and user-experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences. HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications. The research project is directly embedded in the curriculum of the HKU school Games & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry. Outcomes will be shared via an interactive website and events.