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Garrett Eastman

Designing Hypercontextualized Games: A Case Study with LieksaMyst - 0 views

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    "Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process, HCG builds on the resources available on-site (context) and transfers them beyond their origin (hyper). A successful example is the HCG stories in LieksaMyst, an application developed for the Pielinen Museum, in which the player is guided through a series of activities by a virtual host from the historic past. It took three years of extensive work and research for the LieksaMyst HCG stories to mature from brainstorming concepts to a fully-fledged museum service. Curators, educational technology experts and a total of 476 visitors (from 6 to 77 years old) contributed to the design process. The analysis of the context and feedback from the visitors enabled us to choose media, content and activities suitable to the Pielinen Museum. Our findings indicate that quality time, sincere reflection and communication between local experts and potential players, are indispensable when designing a HCG based game. The analysis benefits researchers and practitioners who are interested in the ways in which a game can bridge the gap between people and relevant on-site information"
Garrett Eastman

Bubble Popper: Body Contact in Digital Games - 0 views

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    From the abstract: "we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without t he need to sense body contact. Through reflecting on our design and analyzing observations of play , we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display c an have on body contact. Our results aid game designers in creat ing engaging exertion game s by guiding them when considering body contact, ultimately helping players benef it more from engaging exertion games."
Garrett Eastman

BINX: An XNA/XBox 360 Educational Game for Electrical and Computer Engineers - 0 views

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    abstract: "This work focuses on the design and implementation of an educational game for deployment on the Xbox 360 commercial game console. Video games can be extremely powerful and effective learning tools when deployed with methodical precision. Currently, no learning tools are available for commercial consoles that focus on teaching core concepts in Engineering. This work presents an overall design for an educational game to address Number Systems in the scope of the Electrical and Computer Engineering curricula. BINX is an educational adventure game designed to address Number Systems and their arithmetic operations in Digital Logic Design, a core course is Electrical and Computer Engineering programs. Object Oriented Design Principles were used in the development of this game. This work presents one sublevel implemented using the XNA framework - a Microsoft Software Development Kit (SDK).The BINX gameplay takes place inside a computer where a malicious virus is threatening the computer's operability. The player has to find the virus and eradicate it by disconnecting the terminals of the graphics processor. The player has the opportunity to practice before taking on the Boss Challenge. In the practice phase, the player practices number conversions without fear of penalties. In the Challenge phase, the player is timed and has to perform the number conversions before the allotted time expires. The combination of practice and challenge provides players with the ability to practice number conversions and, when ready, to take on the challenge task where assessment is conducted to provide the player with the knowledge of how well he/she has performed on the challenge. The number conversion level of BINX was implemented and formally evaluated showing improvement in student scores after using BINX."
Garrett Eastman

Interacting with Objects in Games Through RFID Technology - 0 views

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    From the introduction::"The main objective of this chapter is focused on how to exploit the evolution of technology to improve user interaction in game environments through digitalized objects with identifi‐ cation technology (such as RFID or Near Field Communication). Digitalized objects are used as interaction resources. They are used in conjunction with mobile devices providing the performance of tasks with a simple and intuitive gesture. In the first place, mobile devices offer sophisticated methods to provide users with services to make use of information and to interact with objects in the real world. In the second place, physical objects are associated with digital information through identification technologies such as RFID. In this context, physical mobile interactions allow users to play games through natural interaction with ob‐ jects in the real world. This chapter has six sections. Section 2 describes some concepts such as: Ubiquitous Computing, the Internet of Things and the types of interaction used in games. Section 3 presents the general infrastructure of RFID systems. In section 4, we de‐ scribe the development of two RFID games. In section 5 their advantages and disadvantages are presented. Finally, conclusions are set out in Section 6."
Garrett Eastman

A Conceptual Design of Multi-Agent based Personal Quiz Game - 0 views

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    Abstract: "In recent years, there has been a dramatic proliferation of research concerned with game based learning and intelligent system s . Although the intelligent agent bas ed system has existed for many years, only recently its surge of mainstream popularity motivated researchers to acknowledge its educational value. With the increasing usage of game based learning, reliability requirements for intelligent system s or multi - a gent system s have become more critical. Quiz game is one of the game types which is easy to develop and not restrict ed by any specific subject and any people . And the m ulti - agent based system is flexible and saving resource . Hence we integrate the quiz gam e into multi - agent system s , we called it m ulti - agent based quiz game and also d evelop a framework to build personalized assessment game . For the instructor, they can understand student's playing situation and experience . For the students, they have p ersona lized assessment game . In this paper, we proposed a framewor k of multi - agent based Quiz - MASter , and describe each service from each agent briefly."
Garrett Eastman

Origins of Serious Games - 0 views

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    "The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of "Serious Games" comes from. We first review the origins of the "Serious Games" oxymoron. We will then analyse digital games designed for serious purposes before the 2000's. Such games can be traced back to the beginning of the history of video games. We will use all these elements to discuss how the current wave of "Serious Games" began; and to highlight the differences between "Serious Games" and their ancestors.
Garrett Eastman

Archicraft: video game, architecture, Electronic entertainment research center - 0 views

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    Abstract: Video games are no longer a means of simple entertainment that serve as a form of escapism. They are perceived not simply as free time distractions, but as logic of engagement and platforms of creative thinking. Furthermore, online video games have taken the idea of interaction to a level no any other media has ever achieved. Online video games known as virtual world or MMO (massively multiplayer online) are a mega interaction platform that attract millions of players across the globe. They are the ultimate goal that all architects have ever dreamed of, i.e. to create an interactive space that satis es the needs of users. This thesis research will tend to examine a variety of video games from 3 perspectives: space, structure and interactivity, with a view to understanding and exploring the behaviour of players in video games, as known as, virtual stages. In recognizing and articulating such behaviour, followed by exploring the relationship between architects, users and spaces, the interpretation of architectural languages can then be translated into physical spatial form. This research then questions the possibilities of promoting the gaming industry in South Africa. In the current digital era, the IT (information and technology) industry is a main stream profession that helps with the growth of a country as a whole. The role of the gaming industry therefore cannot be ignored in this instance. The gaming industry is a rapid growing profession that comprises a lot of speci c professionals. SA does not offer nor focus on the video game eld and as a result, we are experiencing a shortage of professionals in this eld. This thesis proposes a facility to facilitate current and future game industry related professionals, on the same time, providing a playful environment that integrates the building and local context, allowing deeper engagement for those who haven t been exposed to the real meaning behind video games.
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

Parabola X: Learner Engagement with Serious Games - 0 views

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    From the abstract: "As educators struggle to motivate the learners in their classroom, games provide a great opportunity to enrich the education curriculum. The use of games for this purpose is the primary goal of the growing s erious g ames field. ParabolaX is a s erious g ame designed to teach principles of quadratic functions [1] . ParabolaX was developed with two gameplay versions: full and basic. The basic version eliminated many game features. Leaners played ParabolaX during a single classroom session and took surveys before and after they played. Lea r ner scores on quadratic problems before playing were not significantly different than scores after playing ParabolaX , t (65) = - 0.486, p = 0.629 . Lea r ners that played the full version that included all game like features did not show significantly different engagement indicators than those who played the basic version. Learner engagement did not d iffer based on gender or prior experience playing digital games. 76.1% of learners playing the full version agreed that ParabolaX helped them understand quadratic functions compared to only 50% of those who played the basic version."
Garrett Eastman

Harnessing manpower for creating semantics - 0 views

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    "Abstract The e ective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- tics acquisition tasks into the game processes. We analyze existing GWAPs and propose their classi cation. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for speci c domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classi cation sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them"
Garrett Eastman

Developing Digital Game Based on the Conception of Insects (DGBI) to Test Elementary St... - 0 views

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    Abstract: "In this study, we device a digital game, which possessed scientific and fun, base on the conception of insects (DGBI), then can use it to test elementary school student's conception about insect. The DGBI materials creating pattern use as the ADDIE model. First step is to analyze the DGBI materials. We analyze student's alternative conceptions of insect and what the teaching staff needs to teach in the section of insect, and then we develop three teaching units, namely the ―Bugs Adventure‖, ―Legs and Wings "and" Mouthparts and feeding habits‖. Second, design the DGBI. Making DGBI has a clear teaching aim, multi-learning strategy like conception puzzle, computer simulation and conception mapping etc, an artistic and convenient operating media interface and a learning content that is easy to understand by the words and video in the DGBI materials. Third, develop the DGBI. Developing DGBI includes making animation component and composing animation component, these animation components makes 94.4% of students prefer to use DGBI materials to learn the conceptions of insect, especially the constructional detail magnify function and interactive game design in the teaching materials increase the student's learning interest. Forth, implement DGBI. We invite Two national college professors and four senior science teachers to use DGBI, and then we interview them to collect the testing amendments, and corrected it.Fifth, evaluate DGBI. We use quasi-experiment design and questionnaire survey to evaluate DGBI. In the quasi-experiment design, we select 111 students for four classes in an elementary school in New Taipei City and ask them to use DGBI, and then we tested them by the ―Insects Conceptions test‖. We found that after using the DGBI materials, the student's post-test scores (13.64) is higher than the pre-test scores (7.55), and there are significant differences (t = 16.47,p = .00)and helps the student to establish the correct concept of insect
Garrett Eastman

Leveling Up: Game Enjoyment Threshold Model and Player Feedback on the Design of a Seri... - 0 views

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    "The game enjoyment threshold model was used to evaluate player feedback in the feasibility study of a serious game, Wellness Partners. This game was purposefully developed as a web-based application that combines digital gaming and social networking to promote physical activity and a healthy lifestyle. The game design team led by the second author consisted of current students and alumni at the Interactive Media Division at the School of Cinematic Arts, University of Southern California. The primary participants were middle-aged university staff (egos) and they were asked to invite at least one family member or friend to enroll in the game as their wellness partners (alters). Players can accumulate points by sending status updates about their physical activities or setbacks. They can redeem their points to collect virtual objects or play animations of a virtual character related to healthy activities. A tag cloud is generated based the frequency of physical activities reported by members in a playgroup."
Garrett Eastman

Gamification - Coursera - 0 views

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    Date to be announced. Taught by Kevin Werbach, University of Pennsylvania. Description: "Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.
Garrett Eastman

Systematic Review of the Literature on Computer Games for Education - 0 views

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    Abstract: "The CHERMUG project aims to develop a digital game to support students in acquiring methodological and statistical expertise. This deliverable describes a literature review which was carried out to identify papers which describe digital games which aim to teach research methods and statistics. Search terms included varied terms for digital games, terms relevant to the twin goals of games for learning and engagement and terms for methodological and statistical knowledge. Search terms identified 38 papers which were considered relevant. The literature review confirmed that there are relatively few papers describing the use of games for teaching research methods and statistics and even fewer which carried out rigorous evaluations of their success, although several e-learning applications and animations to teach research methods and statistics were identified as well as papers looking at how statistics should be taught."
Garrett Eastman

Movers and Shakers : Conversation and Conflict in a Serious Game for Tablets - 0 views

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    Abstract: "Movers and Shakers is a tablet - based serious game that explores how subversive game design can foster meaningful conversational conflict beyond outside the game's digital screens . This two - player strategy puzzle was developed at the Singapore - MIT GAMBIT Game Lab and is used as a research tool to ex plore novel challenges in multi player serious games. The project provides insights into the affordances and challenges of mobile serious games for co - located players."
Garrett Eastman

Stealth Assessment in Digital Games - 0 views

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    "This paper presents the theoretical foundations of and the research methodologies for designing, developing, and evaluating stealth assessments in digital games. ... There are four main sections in this paper. First, we discuss problems with existing traditional assessments. Second, we review evidence relating to digital games and learning. Third, we define and then illustrate our stealth assessment approach with a set of assessments we are currently developing and embedding in a digital game (Newton's Playground). The stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, we discuss future research and issues related to stealth assessment in education."
Garrett Eastman

Games for a Digital Age: K-12 Market Map and Investment Analysis - 0 views

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    Abstract: :Games for a Digital Age: K-12 Market Map and Investment Analysis includes a sector analysis and market map of game‐based learning initiatives with an analysis of relevant trends in education and digital technology that are likely to impact development of a robust game-based learning market segment. By formulating a new framework for understanding the changing dynamics of purchase decisions at the school, extended learning, and consumer levels including a "follow the money" analysis, this report will guide efficient use of existing capital and examine where new investment would be most productive. Conducted and written by Dr. John Richards, Leslie Stebbins and Dr. Kurt Moellering, the report synthesizes findings from extensive market research and a series of fifty interviews with leaders in the developer and publishing industries, and from the government, foundation and research sectors."
Garrett Eastman

Play in a Mixed Reality: Alternative Approaches into Game Design - 0 views

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    form the introduction: "we will discuss the cultural role of mixed reality gaming, and introduce some findings from an experimental game design project carried out by our research team. The chapter aims to bring together theories of play and practices of game design, and to make the nature of digital play more concrete while also discussing future opportunities. The focus of discussion will be on the construction of playful reality through experiences derived from experimental, hybrid reality game design."
Garrett Eastman

Mary Flanagan: Playing games and finding our humanity - 2 views

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    "Mary Flanagan, a game designer and professor of digital humanities at Dartmouth College... explores the way we represent ourselves in playculture and digital spaces. She is an activist designer who has founded Tiltfactor, a gaming research laboratory at Dartmouth focusing on designs that foster a "joyful commitment to human values." "
Garrett Eastman

Press Start to Continue: Toward a New Video Game Studies | HASTAC - 0 views

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    A forum from HASTAC (Humanities, Arts, Science, and Technology Advanced Collaboratory) inviting commentary on questions including games for digital humanities, video game pedagogy and gamification
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