"In this study we build and analyze corpora of
internet message board discussions and use this analysis to build a model that attempts to
predict videogame sales figures. Weekly corpora are built by downloading and processing
text consisting of the discussions of a large community focused on the topic of videogames.
This text is then analyzed to determine which videogame titles generate the most discussion
within the community for each week. We use support vector regression to create a model that
is able to make predictions about future sales figures"
Abstract: "This paper presents data analysis from a course on
Software Engineeri
ng in an effort to identify metric
s and
techniques that would allow instructor to act proactively and
identify patterns of low engagement and inefficient peer
collaboration
.
Over
the last
two terms,
106 students in their
second year of studies formed 20 groups and worked
collaboratively to
develop video games.
Throughout the lab,
students
have to use a variety of tools for managing and
developing their projects, such as software version control
,
static
analysis tools
, wikis, mailing lists, etc
. The students are also
supported by weekly meet
ings with teaching
assistants
and
instructors regarding group progress, code quality, and
management issues.
Through these meeting
s
and their
interactions with
the software tools, students leave a detailed
trace of data related to their individual engageme
nt and their
collaboration behavior in their groups
. The paper provides
discussion on the
different source of data that can be monitored
,
and present preliminary results
on
how the
s
e
data can be used to
analyze students' activity."
Abstract: "Through the use of an online discussion, this study collected the detailed perspectives of 29
'hardcore' and 'casual' gamers, regarding the topic of FPS video games. It investigates what the
gamers want in a FPS by means of an online discussion which builds on the benefits of both
ethnography and focus group methodologies. Since the study's main goal was exploratory, a
qualitative approach was considered the most appropriate; in addition to this, the method used
to collect the data was done within a grounded theory framework.
This study finds that, though graphics have historically been a major factor in driving the success
of a FPS video game, this is no longer the case. Gamers expect there to be a balance between the
different components, with a more holistic gaming experience desired, and that too much focus
on one component at the expense of another will result in an unsatisfactory video game
experience. This can be seen in comments given by the participants indicating too much emphasis
of the graphics quality in a FPS and not enough on story or the multiplayer aspects results in a
video game which is neither fun nor praiseworthy. The latter is perceived significant as with such
an oversaturation in the video game market, developers rely heavily on positive word of mouth to
advertise their games.
This study's main goal was to develop a better understanding of the expectations of gamers
regarding FPS; in doing so, it has laid out the basis for producing a 'magic formula' for a great FPS
video game. It has also highlighted several other areas which need further investigation in order
to better understand the behavioural motives and actions of gamers from both 'hardcore' and
'casual' communities."
"Our group formed around the common theme of piracy, and after iterating through several
different subthemes, we finally settled on two distinct persuasive objectives in our game.
First of all, we intended to persuade the player that piracy is not theft. Secondly, we
intended to convey the message that the media industry hides and distorts the reality
of the situation for its own benefit. The game is meant to inspire critical thinking and
discussion about the topics being discussed in the game."
"Abstract: Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and they can motivate users, using challenges and rewards, competition and mystery. Above all, computer games provide safe spaces in which learners can play, explore, experiment, and have fun. However, finding appropriate games for specific educational contexts is often problematic. Commercial entertainment games are designed for enjoyment, and may not map closely to desired learning outcomes, and the majority of educators do not have the time or specialist expertise to create their own games. Computer games are expensive to purchase or produce, and learners, particularly busy adult learners, need to be convinced of their effectiveness. So while there are many theoretical benefits to the use of computer games for learning, it given the increasing economic constraints in education, their use may simply not be practical. This paper presents three alternative ways in which the theory and practice of computer games can be applied to education, without the expense. First, the option of developing simple and cost-effective games with low technical specifications, such as alternate reality games, or using virtual worlds or one of the growing number of accessible game-builder toolkits to create educational games, will be explored. Second, learning from games rather than with them is discussed, examining game techniques that naturally enhance learning, and embedding those elements in traditional teaching practices. Third, the paper presents the option of giving learners agency as game creators rather than simply players, so that it becomes the process, not the product, which facilitates learning. The advantages and drawbacks
Abstract: "This paper describes possibilities and examples in which augmented reality solutions can be
implemented in
planning and participation processes, based on an analysis of the results of the project "ways2gether
-
Target
-
group
-
specific use of augmented reality and web 2.0 in participative traffic planning processes". An
augmented
-
reality
-
demonstrato
r based on the free metaio Mobile SDK was developed as part of the project
ways2gether. This new communication and information tool was practically evaluated in three test cases to
show the benefit in planning and participation processes in transport plann
ing.
The actual possibilities and challenges in implementing augmented reality in planning processes are
discussed, the technical background and a possible workflow for the integration of augmented reality
solutions in planning processes are described and
finally the benefits and difficulties in using augmented
reality in participation processes are explained based on the results of the test cases."
Abstract: "Out of the recent popularity of downloadable contents (DLC)
among video game manufac-
turers has resurfaced the issue of versioning of informatio
n goods. The central idea behind
the zero-day DLC strategy is that consumers who find the base v
ersion of a game to be suffi-
ciently attractive would pay a premium to upgrade by purchas
ing such a DLC. In this work,
we combine the literature on versioning with that on product
sampling to model the impact
of consumer learning on the product-line strategy of a game m
anufacturer. In doing so, we
demonstrate that a manufacturer's desire to vertically diff
erentiate could actually stem from a
horizontal separation among consumers. When consumers diff
er in their perception of the fit
between their tastes and the features of the product, horizo
ntal differentiation seems a natural
choice. However, if the manufacturer is unable to classify p
otential consumers into groups with
distinct tastes, horizontal differentiation becomes impra
ctical. We find that, interestingly, this
inability to differentiate horizontally does not limit the m
anufacturer from vertically positioning
its product line. We characterize the conditions under whic
h the DLC strategy is effective and
discuss how it affects consumer and social welfare. Our resul
ts also have obvious implications
in markets for other digital experience goods."
From the abstract: "Objective: We report the design of a trial to assess the educational efficacy of InsuOnline, a game for education of primary care physicians (PCPs). The goal of InsuOnline was to improve appropriate initiation and adjustment of insulin for the treatment of DM. InsuOnline was designed to be educationally adequate, self-motivating, and attractive.
Methods: A multidisciplinary team of endocrinologists, experts in medical education, and programmers, was assembled for the design and development of InsuOnline. Currently, we are conducting usability and playability tests, with PCPs and medical students playing the game on a desktop computer. Adjustments will be made based on these results. An unblinded randomized controlled trial with PCPs who work in the city of Londrina, Brazil, will be conducted to assess the educational validity of InsuOnline on the Web. In this trial, 64 PCPs will play InsuOnline, and 64 PCPs will undergo traditional instructional activities (lecture and group discussion). Knowledge on how to initiate and adjust insulin will be assessed by a Web-based multiple choice questionnaire, and attitudes regarding diabetes/insulin will be assessed by Diabetes Attitude Scale 3 at 3 time points-before, immediately after, and 6 months after the intervention. Subjects´ general impressions on the interventions will be assessed by a questionnaire. Software logs will be reviewed.
Results: To our knowledge, this is the first research with the aim of assessing the educational efficacy of a computer game for teaching PCPs about insulin therapy in DM. We describe the development criteria used for creating InsuOnline. Evaluation of the game using a randomized controlled trial design will be done in future studies.
Conclusions: We demonstrated that the design and development of a game for PCPs education on insulin is possible with a multidisciplinary team. InsuOnline can be an attractive option for large-scale continuous medical education to help imp
"paper discusses the question of how game designers
can keep their games fair when adding collaborative content
and rewards. The paper presents findings from World of
Warcraft in-game chat transcripts and data gathered through
an online survey that was placed online for approximately 9
months during 2010. From the chat transcripts, we find that
players sometimes do abuse mechanisms for collaborative
content, which displeases the other players involved. We
also find that players believe that there needs to be some
kind of sanctioning mechanism to players that abuse
grouping mechanisms. Finally we present suggestions to
game designers on how to create sanctioning mechanisms
based on human cooperation research."