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Garrett Eastman

"Game Challenge: A Factorial Analysis Approach" by Ian J. Fraser - 0 views

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    Abstract: "Video games that customize to a player's experience level and abilities have the potential to allow a broader range of players to become engaged and maintain interest as they progress in experience level. A game that uniquely customizes the player's experience could attract additional demographics to gaming, which will result in a distinct edge in marketability and potential revenue. This thesis examines a subsection of adaptive gaming systems from the perspective of identifying game factors that alter the level of difficulty. Our focus is to provide a solution useful to both research and commercial gaming communities by developing a system that simulates results offline yet can be integrated into online play. While online performance is the main goal of an adaptive system, the offline simulation provides several benefits. Offline simulation allows the elimination of insignificant factors from inclusion in the training and evolution phase of machine learning algorithms. In addition it provides commercial games with a useful tool or method for performing game balancing and level tuning. To test our approach we designed a test-bed version of the game Pac-Man. The experimental testbed alters environment variables to evaluate their effect on a set of selected response variables. Observing the results of several response variables provides the potential to represent multiple player states, though our focus is on controlling the difficulty for a player. The testbed will simulate the actions of both Pac-Man and the ghosts over a variety of different settings and strategies. The evaluation of a factor's significance and its effect size are calculated using a factorial analysis approach. This method allows the identification of factors relevant to both individual strategies, and the set of all player strategies. Finally, as a proof of concept for both the online and adaptation prospects of this method, we developed a prototype adaptive system. Utilizing the releva
Garrett Eastman

Getting Serious About Games: Using Video Game-based Learning to Enhance Nuclear Terrori... - 0 views

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    "This thesis proposes the development of a video game platform to increase the publics knowledge of required protective actions in the event of a nuclear terrorism attack. Current scientific analyses have identified elementary steps the public should take to increase the likelihood of survival in the event of a nuclear terrorism incident; however, a knowledge gap currently exists with regard to the publics understanding of these required actions. Unfortunately, todays preparedness initiatives do not have the efficacy required to impact significant improvements in this area. Video games, more specifically a sub-genre of games known as serious games, are uniquely postured to address this knowledge gap. Not only do video games provide a motivating, enriching and engaging educational medium, but also they are unique in that they address the emerging educational needs of todays games generation, which desires more interactive educational environments since they have been immersed in technology for the majority of their lives. As such, leveraging this technology can help close the current knowledge gap and increase the nations resilience to nuclear terrorism."
Garrett Eastman

A Platformer Game in Flash Self Defined Project - 0 views

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    "This project involves developing an action-platformer game for the Flash platform. The user controls a character who must progress through levels, while avoiding obstacles, collecting items and fighting many types of enemies. Role-playing game elements such as equipment and upgrades support user customization and varied battle strategies. Developing a successful Flash game involves several factors. Flash games must be simple to get into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must offer something unique to stand out from the crowd, in a market where hundreds of free games are published every month. This report covers the research, design and implementation done to achieve these requirements, in terms of game mechanics, interface, level design, visual design, accessibility options, and replay value. Technical challenges include building, testing and optimizing a game engine and interface from scratch, balancing the game mechanics and difficulty, and structuring the whole development process in a way that enables easy creation of new content. In addition to game design and development, this project also deals with the business aspects of developing online games; how games generate revenue, how they are marketed and distributed, and developing trends in the consumer market. Project success in different areas has been evaluated through usability studies, user ratings and reviews, and vast quantities of usage and distribution statistics. Overall, the project has been a success in terms of user reception and generated revenue, and the final section of this report includes plans for a second game, utilizing and building upon the same game engine and mechanics."
Garrett Eastman

Defining Learning Space in a Serious Game in Terms of Operative and Resultant Actions - 0 views

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    "This paper explores the distinction between operative and resultant actions in games, and proposes that the learning space created by a serious game is a function of these actions. Further, it suggests a possible relationship between these actions and the forms of cognitive load imposed upon the game player. Association of specific types of cognitive load with respective forms of actions in game mechanics also presents some heuristics for integrating learning content into serious games. Research indicates that different balances of these types of actions are more suitable for novice or experienced learners. By examining these relationships, we can develop a few basic principles of game design which have an increased potential to promote positive learning outcomes."
Garrett Eastman

PLATO: A Coordination Framework for Designers of Multi-Player Real-Time Games - 0 views

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    Abstract: "Player coordination is a key element in many multi-player real-time digital games and cooperative real-time multi-player modes are now common in many digital-game genres. Coordination is an important part of the design of these games for several reasons: coordination can change the game balance and the level of difficulty as different types and degrees of coordination can make the game easier or more difficult; coordination is an important part of 'playing like a team' which affects the quality of play; and coordination as a shared activity is a key to sociality that can add to the sociability of the game. Being able to exercise control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to understand, describe, analyze or design coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. I developed a new framework (called PLATO) that can help game designers to understand, describe, design and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. I demonstrate the framework's utility by describing coordination situations from existing games, and by showing how PLATO can be used to understand and redesign coordination requirements."
Garrett Eastman

ZooU: A Stealth Approach to Social Skills Assessment in Schools - 0 views

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    Abstract: "This paper describes the design and evaluation of Zoo U, a novel computer game to assess children's social skills development. Zoo U is an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates the opportunity for stealth assessment, in which dynamic evidence of social skills is collected in real time and players' choices during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative datadriven validation process in which the game was created, tested, revised based on student performance and feedback, and retested until game play was statistically matched to independent ratings of social skills. We first investigated whether the data collected through extensive logging of student actions provided information that could be used to improve the assessment. We found that detailed game logs of socially relevant player behavior combined with external measures of player social skills provided an efficient vector to incrementally improve the accuracy of the embedded assessments. Next, we investigated whether the game performance correlated with teachers' assessments of students' social skills competencies. An evaluation of the final game showed (a) significant correlations between in-game social skills assessments and independently obtained standard psychological assessments of the same students and (b) high levels of engagement and likeability for students. These findings support the use of the interactive and engaging computer game format for the stealth assessment of children's social skills. The created innovative design methodologies should prove useful in the design and improvement of computer games in education."
Garrett Eastman

Exploring social play in a shared hybrid space enabled by handheld augmented reality - 0 views

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    Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Garrett Eastman

A Design Pattern Language for Oldschool Action Games - 0 views

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    Abstract: "This article discusses the application of an Alexandrian pattern language to the design of interactive systems. It grew out of an University course titled A Pattern Approach to Action Game Design, which was offered as an elective in the Creative Technologies program at Auckland University of Technology, NZ, in 2011. We sketch out the idea of design patterns and describe our experiences with the process of using them for designing oldschool action games, that is, finding patterns, making a language, using it for creating several game designs and realizing one of these designs collaboratively. We discuss the concept of the course and present our pattern language and the game we made. While the language is arguably more like a patchy pattern collection, the various game designs quite loose and the realized game unfinished, the process was challenging and intense, and offered students a new perspective on design. In the spirit of design patterns, we only did what the task at hand required, not artificial exercises. We attempted to connect theory and practice in a natural, direct way as we presented, discussed and used everything we did in order to continue our journey. Our course was not aimed at fixed or frozen products, but on a process that is constantly in flux through collaboration by people who interact and share a common pattern language, use, test, revise and refine it while moving on."
Garrett Eastman

Tailoring Persuasive Health Games to Gamer Type - 0 views

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    Abstract: "Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior."
Garrett Eastman

Digital Games: Literacy in Action - Google Books - 0 views

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    Forthcoming, excerpted in Google Books. "Digital Games: Literacy in actionis the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people."
Garrett Eastman

PCG-Based Game Design: Creating Endless Web - 0 views

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    "This paper describes the creation of the game Endless Web, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. Endless Web is an example of a PCG-based game: it uses procedural content generation (PCG) as a mechanic, and its PCG system, Launchpad, greatly influenced the aesthetics of the game. All of the player's strategies for the game revolve around the use of procedural content generation. Many design challenges were encountered in the design and creation of Endless Web, for both the game and modifications that had to be made to Launchpad. These challenges arise largely from a loss of fine-grained control over the player's experience; instead of being able to carefully craft each element the player can interact with, the designer must instead craft algorithms to produce a range of content the player might experience. In this paper we provide a definition of PCG-based game design and describe the challenges faced in creating a PCG-based game. We offer our solutions, which impacted both the game and the underlying level generator, and identify issues which may be particularly important as this area matures."
Garrett Eastman

What makes a video game fun: An investigation into the expectations of playing First Pe... - 0 views

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    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."
Garrett Eastman

SwordFight: Enabling a New Class of Phone-to-Phone Action Games on Commodity Phones - 0 views

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    Abstract: "Mobile gaming is a big driver of app marketplaces. However, few mobile games deliver truly distinctive gameplay experi- ences for ad hoc collocated users. As an example of such an experience, consider a sword ght dual between two users facing each other where each user's phone simulates a sword. With phone in hand, the users' thrusts and blocks translate to attacks and counterattacks in the game. Such Phone-to- Phone Mobile Motion Games (MMG) represent interesting and novel gameplay for ad hoc users in the same location. One enabler for anMMG game like sword ght is continuous, accurate distance ranging. Existing ranging schemes cannot meet the stringent requirements of MMG games: speed, ac- curacy and noise robustness. In this work, we design FAR, a new ranging scheme that can localize at 12Hz with 2cm median error while withstanding up to 0dB noise, multipath and Doppler e ect issues. Our implementation runs on com- modity smartphones and does not require any external in- frastructure. Moreover, distance measurement accuracy is comparable to that of Kinect, a xed-infrastructure motion capture system. Evaluation on users playing two prototype games indicate that FAR can fully support dynamic game motion in real-time."
Garrett Eastman

Positive Psychology and Digital Games: The Role of Emotions and Psychological Flow in S... - 0 views

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    "In this paper we will discuss how positive psychology can contribute to the design of digital games and in particular training applications like Serious Games. While digital games have been known for their ability to deeply immerse users, stimulate the senses and tap into a broad range of emotions, it has proven rather challenging to use them as a vehicle for pedagogy. Relevant research is still at its infancy and many of the mechanisms that foster knowledge creation and enhance learning need to be mapped out before scripted in the game. The theory of psychological flow and the role of positive emotions in broadening people's thought-action repertoires bring some practical insights and pave the path for tackling some important de-sign questions. Yet there are still major challenges and uncharted waters to be explored in order for the technology to deliver what has been promised."
Garrett Eastman

Prototyping Kant-inspired Reflexive Game Mechanics - 0 views

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    Abstract: "Immanuel Kant's categorical imperative, stating (in one for- mulation) that one ought to always act according to a maxim that can be made universal law, is tempting to procedural- ize, in the form of a game that literally turns actions into universal laws. This paper explores diculties that initially arise in translating that idea to a game design: some of which been covered in the philosophy literature, and others of which relate to the diculties in de ning what constitutes a proper rule induction. Then, it discusses several much less lofty, but ppractical, prototypes that explore what I take to be the formal game mechanics underpinning the idea: re ex- ive game mechanics where breaking a rule implies the free breaking of that rule for the rest of the game. By analyzing these prototypes, I attempt to determine if these prototypes result in either an interesting game mechanics (taken on its own) on the one hand, or a compelling representation of Kantian morality on the other hand, reaching mixed con- clusions."
Garrett Eastman

Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games - 0 views

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    Abstract: "Game Artificial Intelligence (Game AI) is a subdiscipline of Artificial Intelligence (AI) and Machine Learning (ML) that explores the ways in which AI and ML can augment player experiences in computer games. Storytelling is an integral part of many modern computer games; within games stories create context, motivate the player, and move the action forward. Interactive Narrative is the use of AI to create and manage stories within games, creating the perception that the player is a character in a dynamically unfolding and responsive story. This paper introduces Game AI and focuses on the open research problems of Interactive Narrative."
Garrett Eastman

Guess Who?: A game to crowdsource the labeling of affective facial expressions is compa... - 0 views

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    Abstract: "This paper demonstrates the use of a crowdsourced human computation game to accumulate annotations from non-experts as a means to provide labels for an affective facial expression database. To do so, a human computation game is played, in which players are encouraged to ask each other related facial expression questions. These questions are based on the Facial Action Coding System. Emphasis is placed on the participant's overall understanding of the task and on the ease-of-use of the game so that labeling accuracy is reinforced. Additional game mechanics can be used in future work to encourage players to keep playing the game. This crowdsourced labeling of an affective facial expressions database is important because the manual labeling of an affective database can be relatively expensive and time consuming. Our game shows that non-experts are comparable in labeling our affective database based on the ground truth."
Garrett Eastman

Appreciative Learning Approach as a Pedagogical Strategy and Computer Game Development ... - 0 views

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    "This action research study investigated whether the combination of the appreciative learning approach as a pedagogical strategy and computer game development as a technological tool enhances student creativity in terms of the products produced. The study consisted of three phases. Phase I used an experimental design with randomized subjects and a control group to investigate the effectiveness of the combination of appreciative learning and computer game development for creativity enhancement. Phases II and III used a one-group pretest-posttest experimental design for the treatment group only. Subjects of the study consisted of 13 and 14-year-old students. Product creativity was evaluated through the Computer Game Assessment Inventory (COMGAIN). Findings in Phase I indicated that the treatment group produced more creative products than the control group. Improvements in the implementation of the appreciative learning approach and computer game development increased product creativity levels in Phases II and III. Thus, this study provides evidence of the transformational possibilities of the appreciative learning approach when combined with computer game development with regards to student creativity."
Garrett Eastman

GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames - 0 views

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    Abstract: "In recent years videogame companies have recognized the role of player engagement as a major factor in user experience and enjoyment. This en-couraged a greater investment in new types of game controllers such as the WiiMote™, Rock Band™ instruments and the Kinect™. However, the native software of these controllers was not originally designed to be used in other game applications. This work addresses this issue by building a middleware framework, which maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it al-so defines an interoperable virtual controller. In this version of the framework, body poses and voice commands are respectively recognized through the Ki-nect's built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo's Wiimote™ as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. System validation was performed by analyzing the per-formance of certain tasks and examining user reports. Both confirmed this ap-proach as a practical and alluring alternative to the game's native interaction scheme. In sum, this framework provides a game-controlling tool that is totally customizable and very flexible, thus expanding the market of game consumers."
Garrett Eastman

DIFFERENCES IN DESIGN VIDEO GAME DESIGN IN PRE AND POST 9/11 AMERICA - 0 views

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    scope: 12 action video games made from 1996 to 2006
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