The Gamification of Journalism
Traditional news outlets are on the decline and journalism has embraced digital media in its struggle tosurvive. New models of delivering news to the public are being explored in order to increase the levelsof readership and user engagement.The narrative of this chapter focuses on the future of journalismand media, and the potential benefits and dangers of gamifying journalism. Since gamification is a newtrend, a thorough look at the intersection between the enhancements of public mobility, the digitalizationof news services, and the engagement of gamified systems can bring better understanding of futurechannels of reading news to the users, to researchers, and to the industry. This chapter aims to bridgethe gap between gamification as an emerging practice in news distribution and yet a vastly unchartedarea or research.
A systematic review of gamification in e-Health
Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.
Analysis of a coaxial-to-waveguide adaptor including a discended probe and a tuning post
A field matching analysis of a coaxial-to-waveguide adaptor incorporating a disc-ended probe and a tuning post is presented. In this analysis, the tuning post is considered as a short-circuited second probe. A computer algorithm for calculating the input impedance of this structure is developed. This algorithm is used to investigate and improve the operation of a commercially available coaxial-to-waveguide adaptor. >