Papers by Małgorzata Ćwil
Serious Games, 2020
The main aim of this article is to examine the possibility of using leaderboards as a motivationa... more The main aim of this article is to examine the possibility of using leaderboards as a motivational tool in the process of business education. Rankings represent one of the main elements of gamified systems and appear to be an ever-increasing part of many educational tools. With the rising popularity of game-like systems, there is a growing need to conduct research concerning the particular elements and the mechanics that create them. The objective of the study is to compare individuals’ reactions and attitudes to scores presented using traditional tables versus a group absolute ranking system.
Logistics and Transport, 2019
This paper presents the results of measurements of attitudes towards a demonstrative virtual-real... more This paper presents the results of measurements of attitudes towards a demonstrative virtual-reality railway simulator for eco-driving techniques training. This device has been prepared for InnoTrans 2016 railway trade fair, and during this exhibition 144 railway professionals from 35 countries took part in the simulation and filled a questionnaire about their experience and whether they found this type of simulator a viable choice for railway driver training. The results have been very positive with barely any negative answers. This shows that a VR-based railway simulator could potentially be used as a low-cost solution supporting energy efficient train driving.
The presented game design article aims at analyzing and reporting the main features of the simula... more The presented game design article aims at analyzing and reporting the main features of the simulation VR game CICERO. CICERO is a serious game designed for the porpoise of teaching and learning public speaking skills in a VR environment. The game supports two modes of play practice mode and challenge mode. In the practice mode the players have to recreate the existing presentation, and in the challenge mode they can use their presentation in the game and analyze their behavior and presentation skills. Game measures sight (gaze mechanic), speaking speed, speaking sound volume and hand gestures made by the player. In the article, we discuss the optimal setting of the game in the learning process and limitations of the VR technology in learning.

The objective of this article is to describe a new concept of using Physically Extended Virtual R... more The objective of this article is to describe a new concept of using Physically Extended Virtual Reality (PEVR) for simulation-based railway driver training. The concept is based on an initial, pilot version presented at the InnoTrans railway fair in 2016. Since that time the device has been developed further which resulted in the addition of new significant functionalities. This has been driven in part by the results of surveys performed during the fairs, which measured user experience and where one of the most common complaints concerned the lack of immersion. The new version has been presented at the InnoTrans 2018 and another similar survey was performed in order to obtain comparable data for both versions of the device. The comparative results of those surveys are described and analysed in order to obtain better understanding about the quality of the proposed solution and possible improvements. An additional User Experience Questionnaire (UEQ) was used to determine the participa...
Cicero VR game is a simulation gaming tool for public speaking skills training. The game system i... more Cicero VR game is a simulation gaming tool for public speaking skills training. The game system is measuring user efforts regarding the volume and speed of speech, gesticulation and eye contact with in-game models. There are two modes of play: practice (where you can train how to speak with use of benchmark presentation) and challenge (where you can upload your presentation that pitches new product or service).

Energies, 2021
Railway transit forms the backbone of sustainable transportation systems, which are necessary to ... more Railway transit forms the backbone of sustainable transportation systems, which are necessary to limit the effects of global warming. In this paper, the authors seek to determine whether there is a statistically significant difference in energy consumption between distinct railway vehicle types. Firstly, the energy consumption measurement methods in the railway transportation sector are described and compared to each other in respect to precision and cost. Secondly, the use of energy consumption as a criterion in rolling stock tenders with the associated norm is analysed, particularly with regard to the life-cycle cost of railway vehicles. In the next part real life data on energy consumption of six distinct passenger electrical railway vehicle types is presented and analysed in order to compare the efficiency of different types of rolling stock. The differences in energy efficiency between rolling stock types may be used to improve the procurement process ensuring train operating c...
The main aim of this article is to examine the possibility of using leaderboards as a motivationa... more The main aim of this article is to examine the possibility of using leaderboards as a motivational tool in the process of business education. Rankings represent one of the main elements of gamified systems and appear to be an ever-increasing part of many educational tools. With the rising popularity of game-like systems, there is a growing need to conduct research concerning the particular elements and the mechanics that create them. The objective of the study is to compare individuals’ reactions and attitudes to scores presented using traditional tables versus a group absolute ranking system.

The objective of this paper is to show how a gamification system and an associated portal can be ... more The objective of this paper is to show how a gamification system and an associated portal can be designed, whose purpose is to enhance employee motivation, based on a real-world example of a system created for a railway operator. The goal of that system is to motivate train drivers to drive more effectively i.e. consuming minimal energy, while still adhering to safety, punctuality and passenger comfort requirements and at the same time to achieve motivation internalization. The key components of energy efficient driving train operation are shown, as well as the main obstacles in implementing them, the chief among them being motivation. Self Determination Theory (SDT) is then presented and with it the three main human needs of competence, relatedness and autonomy that according to SDT form the basis of intrinsic motivation. Consequently, gamification theory is introduced together with its most important mechanics and components. These gamification elements are then mapped onto releva...
Matchmaking systems are one of the core features of experience in online gaming. Matchmaking syst... more Matchmaking systems are one of the core features of experience in online gaming. Matchmaking systems influence player satisfaction, engagement, and churn risk. The paper looks into the current state of the theoretical and practical implementation of such systems in the mobile gaming industry. We propose a basic classification of matchmaking systems into random and quasi-random, skill-based, role-based, technical factor-based, and engagement based. We also offer an analysis of matchmaking systems in 16 leading mobile eSport games. The dominant industry solution is skill and rank based systems with a different level of skill depth measurement. In the further part of the paper, we present a theoretical model of engagement and a time-optimized model.
Translational Systems Sciences
The aim of this article is to analyze how matchmaking influences player engagement and satisfacti... more The aim of this article is to analyze how matchmaking influences player engagement and satisfaction in mobile Esports games. In the first part, a definition of Esports is presented, and the pace with which the phenomenon is developing is described. In the next part, the literature review of the previously researched factors affecting players’ contentment is performed, taking into particular consideration matchmaking systems. Then, 17 most popular Esports mobile games are chosen for the analysis in terms of players’ satisfaction in the current matchmaking systems. In this part, the content of the most frequently used forums for players is analyzed. The analysis using netnography techniques is performed, and the players’ views about matchmaking mechanics in the chosen games are examined and discussed.

Proceedings of the 50th Hawaii International Conference on System Sciences (2017)
The objective of this paper is to present and analyse results from a placebo-based case study con... more The objective of this paper is to present and analyse results from a placebo-based case study concerning the importance of feedback in achieving continuous improvement of train driver motivation. The specifics of the train driver job, which affect motivation are presented, along with motivation theory. The case study, conducted using the placebo effect for three months in a medium-sized Eastern-European railway operator is then presented along with the results. These results show that informing the employees that their efficiency was being monitored and that the best drivers would be rewarded improved efficiency. However, the lack of feedback and stimulation of only extrinsic motivation, caused the employees to lose motivation to improve and further consumed energy reduction could not be observed. These results are analysed and used to validate a proposed gamification system aimed at achieving continuous improvement of employee motivation via a set of gamified techniques and continuous feedback targeting the four basic human needs of competence, relatedness, autonomy and purpose.

International Journal of Learning and Teaching
The objective of this paper is to present new research on teacher perspective on electronic exami... more The objective of this paper is to present new research on teacher perspective on electronic examinations and their use in a university environment. The motivation for this lecturer-centered research stems from the fact that most articles concerning e-exams contain research with regard to students and their performance while taking part in this type of tests. In order to obtain information about their attitude towards e-exams eight lecturers from a private Polish university with different backgrounds were interviewed in detail. This qualitative research determined the main advantages and disadvantages of performing electronic exams instead of traditional pen and paper exams. Those factors were divided into four main groupsadvantages and drawbacks concerning the process of preparation this kind of exams, process of conducting them, process of assessment and also some general statements. According to the conducted research, introducing electronic exams at the university has a lot of positive impacts on lecturer work. In most of the cases it saves a lot of professor's time and effort. The lecturer does need to create many different groups of the test, as the questions can be randomly assigned from the databases. Answers for closedended questions are automatically checked, while those for open-ended questions are easy to read. However, at the same time it is very important for the university to provide suitable conditions for lecturers to enable them to conduct eexams in teachers-friendly manner, such as-proper classroom equipment or technical support.

Simulation & Gaming
Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives thems... more Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played,...
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Papers by Małgorzata Ćwil