The digital gaming community appreciates the visual style classification system to search for information about a game product. However, scholars have discovered that the applied visual style classification system frequently leads to frustration and dissatisfaction among users owing to inaccurate search results. Moreover, there are yet any research studies that accurately measure user satisfaction during game searching activity in the digital game library based on the current visual style classification system. Therefore, this study was performed to investigate the influence of information quality components (Accuracy, Content, Ease of Use, Format, and Timeliness) on User Satisfaction during game searching activity in the digital game library. A cross-sectional study was conducted by distributing self-administered digital questionnaires to 239 game players in Malaysia. The 12-item instrument survey questionnaire, which consists of four main sections, adopted the End-user Computing Satisfaction (EUCS) model to examine the relationships between user satisfaction and information quality components. The results were then analysed using descriptive statistics, preliminary data analysis, and Confirmatory Factor Analysis (CFA). Based on the findings, more than half of the respondents were male (n = 139, 58.2%) with an age range between 19 and 24 years old, and 79.1% (n = 189) have experience in searching digital games based on visual styles. The EUCS model revealed that user satisfaction during game searching activity using the visual style information highly correlated with Content, Accuracy, and Ease of Use. Users were satisfied when they receive accurate, precise, and sufficient information. In addition, a user-friendly and simplified navigation interface improved the searching experience and stimulate users to further their searching activity. In contrast, the Format and Timeliness showed a weak correlation. Providing visual classification and appeal format has less impact on user satisfaction. In addition, the fast speed of information retrieval and up-to-date information showed an insignificant contribution to user satisfaction. Overall, this research demonstrated that information quality components, namely Content, Accuracy, and Ease of Use, influenced User Satisfaction when searching for games based on the visual style. Future studies should explore and evaluate the effectiveness of visual style information systems for digital game distribution platforms in Malaysia.
Smart city is a popular concept used widely by policy makers and administrators to promote socio-technological advancement in urban cities. In a disquisition of idealism of the smart city, it would be fruitful if we could at the same time highlight some of the challenges to achieving the very idealism we advocate. To speak of utopianism without any serious reflection, refining and reexamining in putting the ideals into practice is mere rhetorical idealism and failure to plan. This paper sets out to investigate how the city of Putrajaya, aspiring to become a smart city, can manage the expectations to realize that ambition. We present a narrative exploring the practical challenges Putrajaya has been facing in its ongoing efforts to be a smart city. Active idealism as put forward in this paper refers to the recognition of the humanistic ideals that are to be manifested or practiced in individuals and society.
Together with the artwork titled ‘No Man’s Land’ that was exhibited in the ANTARA exhibition, this paper presents an understanding of properties and attributes of presence and how they manifest through locative media. Building on the ideology of existentialism, the author equates the performativity of locative media with the intentionality to move. The work maps out the multiple ontologies of presence and space conditioned to locative technology usage. The author concludes by highlighting a new mode of existential location consciousness and reflecting upon the potential of this perception for future research in this area
Background - In the mid-20th century, the emergence of sound studies demonstrated a shift of research interest in sonic practitioners. This field gains its prevalence by expanding the boundaries of prevailing conception through proposing alternative creative approaches in sound art practices. Methods – Two methods were presented – listening and sounding to promote creative sound making. The first method, listening involves soundwalking and recording sound from the external environments. These recordings were then re-evaluated and post-processed in audio editing software. The second method, sounding involves the creation of a weather data sonification system in Pure Data environment, in which the perceptual experience from the first method was taken into consideration. Result – First method enables the genesis of creative idiosyncrasies, such as preferences and ideas through the sonic perception of environmental events. In this process, noise and weather were identified as environmental components that share similar sensible qualities. Thus, noise is a prevalent medium that inspires the creation of sound generators in the sonification system presented in this paper. The sonic output of data sonification reveals an analogical connection between weather data and sonic parameters, in which changes in data values result in changes in acoustic properties. These outputs deliver different sensibilities based on their data parameters; sonification of temperature data might suggest an alarming effect to the listener. Conclusion – The proposed methods were intricately linked, suggesting environmental events to be perceived and realized through a non-scientific perspective. By highlighting aesthetic possibilities of environmental components, this paper presents an alternative perspective in contrast with the human-centric worldview through the creation of sonic works.
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