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Garrett Eastman

Design Strategies for Youth - F ocused Pervasive Social Health G ames - 0 views

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    Abstract: "Adolescent obesity is an increasing challenge, and pervasive social health games hold much promise for promoting sustained healthy behaviors. Researchers and d esigners of these systems have many potential theories and existing best practices at their disposal. Our study, grounded in participatory design, shows which ones matter - both for pervasive social health games and within the cultural context of a community we studied over the course of three years. We worked with 112 US middle school students from a lower - income community in a series of participatory design exercises focused on social rewards for everyday physical activity. In our analysis, we discuss design implications in four key areas : social presence, gender effects, incentives and competition. We show how these themes manifested in students' designs and why they were particularly important to our participa nts. We then use our findings to suggest design strategies for youth - focused pervasive social health games."
Garrett Eastman

Marketing in Game Design - 1 views

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    Abstract: " wanted to inspect how developing a game from a purely commercial pe rspective a ffect s on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games , how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a flue nt part of indie game development process. Through m y thesis project, Puzzleplatf orm, I s tudy how the marketing aspects affect the game concept itself and how the se aspects can be implemented in the game concept."
Garrett Eastman

Serious Beats: Transdisciplinary research methodologies for designing and evaluating a ... - 0 views

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    From the abstract: Recent studies show that the second generation of migrants is not adequately integrated into mainstream society but tends to segregate into secluded segments. 'Internet Use and Friendship Structures of young migrants in Vienna: a Question of Diversity within Social Networks and Online Social Games'1 is a transdisciplinary2 research project with the objective to create a serious music-based online social game, which firstly is intended to be a positive impact game with the purpose of furthering integration and encouraging the manifestation of meaningful multiethnic relations. Secondly, the game shall make social interaction observable for evaluation. This paper gives an overview of which methodological approaches can be combined in the phases of the game's design process and shows how the mutual embedding of game design researchers and social scientists works in this context."
Garrett Eastman

Spotlight: Humble Indie Bundle, digital-only titles, gaming and social networking, and ... - 0 views

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    A great selection of gaming articles including one on digital-only games, bringing creativity back to role-playing games, "social networking's connection with gaming," and 38 studios failure and its implications for the gaming industry.
Garrett Eastman

From 38 Studios Layoffs, A Social Problem Solving Community Arises | BostInno - 0 views

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    Using social media, hashtags and collaboration to find employment for recently laid-off game company employees.
Garrett Eastman

Developing a Digital Game to Support Cultural Learning amongst Immigrants - 0 views

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    Abstract :"Immigrants entering the European Community face a range of challenges in adapting to and understanding the culture of their host nation. Failure to address these challenges can lead to isolation and difficulties integrating into the society of the host country, leading to fragmented communities and a range of social issues . As part of a comprehensive suit e of services for immigrants , the European - funded M obile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services (MASELTOV) project seeks to provide both practical tools and le arning services via mobile devices, providing a readily usable resource for immigrants . In this workshop paper, the game - based learning aspect of the MASELTOV project is introduced, with the rationale behind its design presented. In doing so, the b enefits and implications of mobile platforms and emergent dat a capture techniques for game - based learning are discussed, as are methods for putting engaging gameplay at the forefront of the experience whilst relying on rich data capture and analysis to pro vide an effective learning solution. Through comparison to several other projects, a number of recommendations are put forward for games deployed in contexts similar to that of MASELTOV: a focus on establishing a significant audience with which to conduct ethical research into efficacy, the need for robust pedagogical frameworks suited to the learning context, and the evolution of methods for data capture and analysis of player activity."
Garrett Eastman

Mobile games in Museums: from learning through game play to learning through game design - 1 views

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    "This paper investigates aspects of learning in museums through mobile games, i.e games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility of the players. It is argued that playing these games (which usually follow the pattern of scavenger hunt or role playing narratives), results in visitor engagement, motivation and knowledge about museum exhibits. Despite of these positive aspects, it has been observed that learning remains at the level of transfer of factual information about the exhibits. It is argued that in order to enrich the learning experience of game play we need to also involve the visitors in the process of designing mobile games for the museum."
Garrett Eastman

Designing a Context-Aware Campus Area Gaming Environment for Mobile Platforms - 0 views

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    From the abstract: "This thesis is dealing with what have been identified as "pervasive games". Investigation and analysis of reasons behind their appearance, popularization is made. Different trends within classical game-development and theory of classical game-design are investigated to establish similarities and differences, challenges and solutions this newly emerged type of games is introducing. Knowledge presented in theoretical sections is used to design, develop, deploy and test a game-environment for mobile platforms that is adjusted for campus area. This designed game-environment consists of two essential components: Front-End, which is represented by Android mobile application and Back-End server logic. Both of components were designed, tested and implemented. Designed game-environment received a name "DTU GoblinsNGold and has been launched. It is made available publicly worldwide through Google Play market. All of these aspects and milestones are described in details inside practical part of this thesis. During game-environment testing valuable data was received that described all aspects of functionality of implemented system together with behavioral patterns of players. These results of deployment together with conclusions are presented in later sections."
Garrett Eastman

Cassino Musical : A Game with a Purpose for Social Recruitment and Measurement of Music... - 0 views

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    Abstract: "Identifying and measuring a musical talent is not a simple task that could be performed by computers. In addition to the technical challenges, it also involves social, emotional and cultural issues. This problem is aggravated when the task needs to be performed taking as input the huge amount of music content available on the Internet today. In this paper we report work in progress on a social interactive Game with a Purpose using fun as a key motivational factor to assist in recruitment and measurement of musical talent. "
Garrett Eastman

A Discussion of Interactive Storytelling Techniques for Use in a Serious Game - 0 views

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    "construction of a social cues and training demonstrator (a serious game) that enables its users to improve their social behaviour. In this report, a distinction is made between strong story and strong autonomy approaches to narrative management. The former rely on central management of the narrative through drama managers, not giving their agents much freedom. Inversely, the latter focus on the autonomy of agents, without explicit top-down control over the narrative. The autonomy of such agents allows an unscripted narrative to emerge from the user's interaction with the system. The trade-off between a strict storyline and freedom of action in these approaches is called the narrative paradox. It is concluded that a strong autonomy approach can feature social behaviour of agents more easily than a strong story one, because it is inherent with this approach that its agents have more complex models. For the demonstrator, some control over the narrative is required to let its users reach given goals in the created scenarios. Therefore, our future work will focus on creating a hybrid approach that enables agents to direct the story autonomously."
Garrett Eastman

Putting the "fun factor" into gaming: The influence of social contexts on experiences o... - 0 views

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    Abstract "The increasingly social nature of gaming suggests the importance of understanding the associated experiences, and influence on potential outcomes."
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

How Blogs, Social Media, and Video Games Improve Education - 0 views

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    "The appearance of collaboration tools such as blogs, wikis, social media, and video games has altered the way individuals and organizations relate to one another.[i] There is no longer any need to wait on professionals to share material and report on new developments. Today, people communicate directly in an unmediated and unfiltered manner."
Garrett Eastman

ENABLING SOCIAL SOFTWARE-BASED MUSICAL Content for Computer Games and Virtual Worlds - 0 views

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    Enabling streaming of music from social media sites and integrating into online game play
Garrett Eastman

How to be a gamer! Exploring personal and social indicators of gamer identity - 0 views

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    "Over the past decades, digital games have continued to extend their audience as they moved into the cultural mainstream. Despite this fact, however, only a portion of those who play games consider themselves a gamer. Drawing on insights from social identity theory, this study explores the factors that contribute to why people attribute a gamer identity to self or others."
Garrett Eastman

Family Hedge: Using principles of game design in a digital artifact - 0 views

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    abstract: "We present the second iteration of the Family Hedge, a tangible digital artifact that was re-designed to elicit enjoyment using principles of game design. The initial aim was to create a device crafted for a family to explore the rich social and relational aspects of their lives by making connections between people, objects and stories. The second iteration facilitated more open interaction and playfulness in its role as an artifact for school children. We examine the key role a game design approach played in its iterative development and a key element in this was ensuring any user, or "gamer", could appropriate the device for personal expressive use."
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    "We present the second iteration of the Family Hedge, a tangible digital artifact that was re-designed to elicit enjoyment using principles of game design. The initial aim was to create a device crafted for a family to explore the rich social and relational aspects of their lives by making connections between people, objects and stories. The second iteration facilitated more open interaction and playfulness in its role as an artifact for school children. We examine the key role a game design approach played in its iterative development and a key element in this was ensuring any user, or "gamer", could appropriate the device for personal expressive use."
Garrett Eastman

Game Design Secrets - Wagner James Au - Google Books - 0 views

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    Excerpts in Google Books for this new title which covers iOS, Facebook and web games with emphasis on marketing and monetization
Garrett Eastman

"Can Bluetooth games replace traditional non-digital games, such as cards or dice, in a... - 0 views

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    Abstract: "The intent of this research is attempt to discover what makes a multiplayer game fun, for it is the fun which will take the game from simply being a one off diversion and instead become a go to object in the social consciousness, no different to a pack of cards. "
Garrett Eastman

Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data - 0 views

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    From the abstract: "Collective Artificial Intelligence (CAI) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines crowdsourcing, pattern discovery, and case-based planning. Content creation is crowdsourced by recording role-players online. Browser-based tools allow non-experts to annotate data, organizing content into a hierarchical narrative structure. Patterns discovered from data power a novel system combining plan recognition with case-based planning. The combination of this process and structure produces a new medium, which exploits a massive corpus to realize characters who interact and converse with humans. This medium enables new experiences in videogames, and new classes of training simulations, therapeutic applications, and social robots. .... As a proof of concept, a CAI system has been evaluated by recording over 10,000 performances in The Restaurant Game, automating an AI-controlled waitress who interacts in the world, and converses with a human via text or speech. Quantitative results demonstrate CAI supports significantly open-ended interaction with humans, while focus groups reveal factors for improving engagement."
Garrett Eastman

Engaging Girls in Computer Programming Using Video Game Design - 0 views

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    abstract: "This literature review will discuss the efficacy of using video game programming as an attractor and entry point to engage middle- and high-school girls in a computer science curriculum. The review begins by exploring historical trends of female participation in the technology industry and in computer science programs at the high-school and collegiate levels, and the impact these trends have on women's opportunities. For additional background context, the review will then review a number of empirical studies regarding girls' attitudes toward computer science, as well as environmental and social influences that impact their participation in the field. It will then identify the educational and social goals of increased female participation in the computer science curriculum and briefly discuss various potential attractors that have been under investigation. Finally, the review will describe specific research studies that explore both how effective the teaching of computer game design is in attracting female students to a computer science course of study, as well as its efficacy in teaching important computer science concepts."
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