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Garrett Eastman

Game Design as a Game - 0 views

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    Abstract: "The software engineering process for games has enough special structure that it can be formulated as a kind of game itself. This, in turn, p ermits the teaching of game construction in a unique way with new potential to motivate students. We present a new game design client program for an existing collaborative problem-solving website known as CoSolve. The client was built with an emphasis on increased interaction and fine control over a problem's state. With this comes the opportunity to more easily design and test games in the CoSolve space. It is our hope that this will teach and inspire student users to learn more about game design, problem posing, and programming in general."
Garrett Eastman

From Paper to Pixels: Video Games in the Classroom - 0 views

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    "At the April 22 Edtech MeetUp, educators, business friends, and community members will be invited to experience the excitement and engagement of game based learning. Through interactive play, attendees will explore the digital worlds that are shaping curricula across the world. Specifically, the Minecraft digital sandbox will be on full display so attendees can dive into this fascinating digital realm. After a short series of talks by Professor Seann Dikkers and EdTech Link Fellows Molly Adams and Justin Eames on utilizing games in their classrooms, attendees will circulate through the Federal Hill Rec 2 Tech center and play several educational games, including Minecraft, Portal II, and World of Warcraft."
Garrett Eastman

Petri Net Model for Serious Games Based on Motivation Behavior Classification - 0 views

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    Abstract :"Petri nets are graphical and mathematical tool for modeling, analyzing, and designing discrete event applicable to many systems. They can be applied to game design too, especially to design serous game. This paper describes an alternative approach to the modeling of serious game systems and classification of motivation behavior with Petri nets. To assess the motivation level of player ability, this research aims at Motivation Behavior Game (MBG). MBG improves this motivation concept to monitor how players interact with the game. This modeling employs Learning Vector Quantization (LVQ) for optimizing the motivation behavior input classification of the player. MBG may provide information when a player needs help or when he wants a formidable challenge. The game will provide the appropriate tasks according to players' ability. MBG will help balance the emotions of players, so players do not get bored and frustrated. Players have a high interest to finish the game if the players are emotionally stable. Interest of the players strongly supports the procedural learning in a serious game."
Garrett Eastman

MULTI-STAKEHOLDER SIMULATION AND GAMING ENVIRONMENT FOR A FUTURE RESOURCE ECONOMY IN SPACE - 0 views

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    "The high cost of launching resources from the Earth's surface is a significant barrier to future long- duration human space exploration. A future resource economy in space may allow resource production, processing, storage, and transportation at distributed locations, but will have many stakeholders with var- ied and potentially competing objectives. Simulation games provide a medium for communication and learning richer than papers or linear presentations by combining the technical capabilities of simulation models with human interaction. Building on technology powering military wargames, federated simulation architectures such as HLA-Evolved use independently-developed simulation models connected over a dis- tributed network of computers. This paper presents an approach for developing a multi-player simulation gaming environment where human players take on roles of organizations or government agencies within scenarios designed to address the design and operation of a resource economy in space. The game design addresses the number of players, time advancement, level of abstraction, scenario selection, and other de- cisions based on past simulation games in the domains of military-political, educational, disaster response, and business-management games. Future research will focus on evaluating game executions to analyze human decision-making under various scenarios. Quantitative analysis of decisions using game logs com- bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource economy in space."
Garrett Eastman

An Interactive Video Game for HIV Prevention in At-Risk Adolescents - 0 views

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    Ongoing study funded by National Institute of Child Health and Human Development involving some 300 minority youths ages 9 t0 14 based on research that skills learned in video game play will translate into real life personal health management
Garrett Eastman

Academic Game Development: Practices and Design Strategies for Creating STEM Games - 0 views

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    from the abstract: "The Meta!Blast project was developed to provide a medium that lends itself to the com- prehension of cell and metabolic biology by placing the student into a virtual plant cell and allowing them to experience plant biology rst-hand (Wurtele, 2011). By taking advantage of existing agile development methodologies, Meta!Blast has been designed to meet many of the challenges of developing video games in an academic environment. Using a special editor, educators and researchers can also modify in-game content in an e ort to tailor the game to their speci c curriculum needs. Due to the massive, explorative environment in which the game places players, Meta!Blast provides an ideal environment for a variety of other STEM-related mini-games. By leveraging existing methods of current software used to teach computer science, the initial development stage of a mini-game within Meta!Blast called TALUS (Technology Assisted Learning Using Sandbox) has been designed to let players experience di erent computer programming con- ix cepts. The rst iteration has shown that an environment can be created that allows players to interact with actual computer code in a fail-safe and non-violent manner; furthermore, it has the potential to augment a player's existing knowledge of computer programming."
Garrett Eastman

A comparison and analysis of techniques used in computer games and interactive fictions... - 0 views

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    Abstract: "As computer games are an increasingly large industry, it is becoming increasingly important for people working in the eld to understand what elements of the game engage the player so as to improve the design of the game. By studying common techniques used in modern games, this paper looks to highlight how the techniques work and thereby provide developers and designers with more information to improve the use of these techniques in future games. The paper also re ects upon the applicability of these techniques outside of games specifically."
Garrett Eastman

The Ultimate IMGD Booth at PAX East 2013 - 0 views

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    Abstract: "Promoting WPI's Interactive Media and Game Development (IMGD) program at a major indus try trade show has the potential to attract new prospective students and broaden industry awareness of the IMGD program and students. This project designed a booth for PAX East, a popular gaming exposition in New England. We conducted interviews of student s, guidance counselors, and booth experts, and selected appropriate projects to showcase and students to showcase them. We then designed an advertisement, handouts, and an inviting layout for the booth, arranging for the necessary equipment and furniture w ithin the budget constraints. The IMGD PAX East booth promises to increase the awareness of the IMGD program, exposing more people to the game development students and program at WPI."
Garrett Eastman

Develop ing and Testing Smartphone Game Applications for Physical Activity Promotion in... - 0 views

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    Abstract: "The purpose of this research was to develop and test smartphone game application for physical activity promotion in adolescen ts. The first study included various user - centered approaches (e.g. qualitative data, idea sessions) to get feedback on what was desired from the adolescents in terms of game development and design. The second study examined the degree to which mobile heal th studies reported on internal and external validity indicators. The last study evaluated the smartphone game applications through a mixed - methods approach. The results of this research showed that ph ysical activity while playing smartphone game applica tions can yield moderate physical activity intensity. Moreover, adolescents had moderate perceptions of the games and recommended specific changes to the games. Likewise, t he data suggest that smartphone physical activity game applications can be enjoyable if they are aesthetically appealing, easy to use, and foster social peer interactions . Overall, t his research demonstrated that smartphone games that were developed and designed based on adolescents' preferences and persuasive technology design principles could increase physical activity in adolescents and provides a tool for further exploration."
Garrett Eastman

Monitoring Student Activity in Collaborative Software Development Emerging Patterns of ... - 0 views

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    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."
Garrett Eastman

Engaging Women in Games Using Emotional Stimuli - 0 views

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    Review of games involving social interactions and demonstrating examples of popularity
Garrett Eastman

Mobile phone apps/games and its effect on the market - 0 views

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    Abstract: "The advantage of using app verses tradition browsing on mobile devices in the market can improve communication with customer. Allowing more creative way to promote brand and advertise to the growing crowd of mobile ecommerce. Mobile apps will be a great tool to simplify the customer‟s path to products that they value in the future as mobile market grows larger and more complex. Organizations that fail to see and act on the potential of the growing mobile market will get left behind. Additionally those that can simplify mobile commerce, making commerce more interactive with less hassle, give customer the experience they want, more secure, and put all that in the palm of a customer‟s hand will be able to ride the trend to success."
Garrett Eastman

Water Simulation Methods for Games: a Comparison - 0 views

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    "Physics engines have created a whole new source of emergence and fun for digital games. Water simulation could add another similar emergent interaction element, but it is currently only rarely used as a part of gameplay. The reasons for this are analysed and different water simulation methods are compared, focusing on actual game usage. Based on this, we suggest using the extremely simple but fast pipe model. The simplicity of the underlying simulation can be masked in many ways using modern shader effects and other tricks. An example of the pipe method in action is given and compared to more sophisticated fluid solvers."
Garrett Eastman

Hipsters, Trendies and Rebels: If Fun is Cool, is Game Design Cool Design? - 0 views

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    "we can highlight the relationships between the different motivational and value aspects associated with cool products. By understanding these factors, we can better design for cool,"
Garrett Eastman

Game Art Preserves Cultural Aesthetics and Implications - 0 views

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    "The goal of this Interactive Qualifying Project is to examine game art's influence on people and its aesthetic implication. The video game industry was brought to its prosperity by improvement in technology and the introduction of digital medias. It has developed to be a source of communication from one generation to the next. Game art is a prominent representation of digital art, an art form made possible by current technology. This report discusses how much game art has evolved over the years and how similar game art have or have not become."
Garrett Eastman

HISTORICITY AND SOCIALITY IN GAME DESIGN: ADVENTURES IN LUDIC ARCHAEOLOGY - 0 views

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    From the abstract :"The Vikings! is an asynchronous multiplayer social game that adapts Viking Age (700s-1000s C.E.) social practices and structures in the hopes of producing a synthetic Viking society. Players manage Viking households, sail the open seas, raid Viking and foreigner households, and develop economic and political relationships with other players to ensure their own survival and prosperity. To successfully prosecute this project, the author came to devise: a semi-formal method for adapting historical situations to interactive simulations; a set of criteria for evaluating the quality, internal consistency, and historical fidelity of such simulations; and a technique for constraining the scope of adaptation to only what is necessary for the player's enjoyment and the designer's aesthetic goals."
Garrett Eastman

Sony patent encourages MMO players to meet in real life - 0 views

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    "Meeting new friends through the world of massively multiplayer games is all well and good, but Sony seems to think MMO players need a little bit of help interacting with each other in the real world. They're so concerned about it, in fact, that they've patented a method for "coordinating real-world gatherings to promote online community.""
Garrett Eastman

The Ritual Model: How to Use the Mechanics of Ritual to Create Meaningful Games - 0 views

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    "For millennia, humans have participated in rituals in order to experience meaning and purpose in life. With the rise of digital games as a form of media, designers are increasing seeking to use games to provide meaningful experiences - the kind of experiences provided by rituals. This project, Farosia, explores the mechanisms by which rituals convey meaning, and presents a detailed framework for how to incorporate ritual into interactive experience design. The project consists of several small game prototypes, each intended to emphasis different aspects of ritual. By developing and playtesting these prototypes, we were able to determine how to implement these ritual modes within digital experiences, and how to use them to create a more meaningful experience to the user."
Garrett Eastman

Identifying Bullies with a Computer Game - 0 views

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    Multiplayer game design enabling observation of peer interactions among youths
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