Abstract. Fail to prevent or control challenges of Information System (IS) implementation have led to the failure of its implementation. Successful implementation of IS has been a challenging task to any organization including government hospitals. Government has invested a big amount of money on information system (IS) projects to improve service delivery in healthcare. However, several of them failed to be implemented successfully due to several factors. This article proposes a prevention model which incorporated Change Management (CM) concepts to avoid the failure of IS implementation, hence ensuring the success of it. Challenges of IS implementation in government hospitals have been discovered. Extensive literature review and deep interview approaches were employed to discover these challenges. A prevention model has been designed to cater the challenges. The model caters three main phases of implementation; pre-implementation, during implementation, and post-implementation by adopting CM practices of Lewin's, Kotter's and Prosci's CM model. Six elements of CM comprising thirteen sub-elements adopted from the three CM models have been used to handle CFFs of Human and Support issues; guiding team, resistance avoidance, IS adoption, enforcement, monitoring, and IS sustainability. Successful practice of the proposed mapping is expected to prevent CFFs to occur, hence ensuring a successful implementation of IS in the hospitals. The proposed model has been presented and successfully evaluated by the domain experts from the selected hospitals. The proposed model is believed to be beneficial for top management, IT practitioners and medical practitioners in preventing IS implementation failure among government hospitals towards ensuring the success implementation.
Games have been widely used in many domains including medical for therapy purposes. With the advancement of technology, mobile psychotherapy games have essential role in improving memory among elderly patients. There are numbers of psychotherapy games that have been developed for elderly with memory disorder. However, at one point most of the developed games are still questionable since there is lack of game development guides for this particular purpose. Designing the optimum design for the psychotherapy games, which emphasizes the users in it will be able to maximise the effectiveness of the games. Thus, this study aims to review the literatures systematically in identifying the criteria for mobile psychotherapy games specifically for memory disorder. To achieve this, three databases were used in searching literatures which are Scopus, Web of Science and ACM Digital Library. The search identified 992 articles altogether;69 papers remains for further selection process while 909 were excluded due to irrelevancy of the focus. The selection process later refrained to 16 articles being analysed and synthesised. The selection incorporated all articles which focused directly on the psychotherapy games for memory disorder elderly patients concentrated on mobile devices. As a result, a set of important criteria for different themes on designing mobile psychotherapy game has been identified. Significant features of psychotherapy games were found in majority of the reviewed articles. These criteria will be beneficial in forming a guideline for designing and developing mobile psychotherapy games for memory disorder patients.
Focusing on measuring the engagement towards digital Malaysian traditional games, this paper presents usability evaluation on three digital versions of Malaysian traditional games; Dam Haji, Congkak and Gasing-X. Usability is a significant contributing factor towards engagement of digital games. Usability helps in verifying the requirements, successes and functionality of the games which are missing. The usability evaluation adopted the heuristic instruments developed by Jakob Nielson in 1990. The instrument consists of 17 heuristic component protocols based on interface design. Evaluation involved 50 respondents who are IT and domain experts. Result analysis is discussed and presented for each game. Results suggested features and aspects to be improved in the development of Digital Malaysian Traditional Games towards better engagement of the games.
Computational model of stress reaction among natural disaster victim can be of interest for different purposes, varying from the study of virtual human cognition behaviours in stressful events to the development of intelligent support for cognitive therapies. This paper presents a novel computational agent model of stress reaction among natural disaster victims. Simulation experiments under different conditions and parameters setting pointed out that the model is able to produce realistic behaviour of different types of personalities. Moreover, by a mathematical analysis the equilibria of the model have been determined, and by automated trace checking, a number of selected cases from the literatures have been internally validated.
The advancement of technology has witnessed the increasing use of game-based intervention and it is proven beneficial for people with specific learning disorder such as Dyslexia. Initially developed for entertainment, a game is generally considered a tool with the key features of challenge, motivation, and rewards which add more fun and excitement to Dyslexia teaching and learning. Many game applications have been developed in the area; each incorporates several criteria to meet the specific needs of the dyslexics. To date, these criteria are still dispersed in numerous publications, leading to the duplication of basic games that have previously been developed by others. This study aimed to identify the dispersed criteria by adopting PRISMA approach in the systematic literature review, and analyze them to formulate a comprehensive guideline for future design and development of the dyslexic games. Five main databases were chosen which are Scopus, ACM Digital Library, EBSCO-host, Wiley and Web of Science (WOS). Out of 551 articles that have been screened, only 50 articles were eligible to be analyzed based on the relevancy to the criteria, and only 23 articles were included in the study after further screening. A total of 135 criteria were identified with some redundancies, and were further classified into four categories: device and platform; features; interface and gameplay. These criteria can be utilized by the educational game developers as reference when designing the dyslexic games. A better dyslexic-friendly games could be produced when the developers design it with their special learning needs in mind.
Rewards in games are among the essential features to attract players to engage with the game. Prominent scholars claimed that rewards have positive influences to game engagement. Despite the importance of rewards in digital games, none of the existing Malaysian digital traditional games incorporated rewards in the games. Therefore, this study is conducted to investigate the influence of rewards on digital games engagement which focusing on perceptions, competence, and sensory and imaginative immersion on one of the Malaysian digital traditional games, Congkak. The existing Congkak has been enhanced by incorporating rewards. Fifty respondents among the millennials were involved in the experiment to measure the influence of rewards using Game Experience Questionnaire (GEQ). Findings revealed that all constructs tested demonstrate positive influence of rewards on game engagement. The findings serve as a guideline to game developers to improve the games in order to foster better engagement of Malaysian digital traditional games.
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