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Garrett Eastman

Must Feedback Disrupt Presence in Serious Games? - 0 views

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    From the abstract: " this paper, we challenge the assumption that feedback during learning hinders sense of presence. Ac ross three experiments, we examined how an ITS that provided extrinsic feedback during a serious game affected presence. Across different modalities and conditions, we found that feedback and other ITS features do not always affect presence. Our results suggest that it is possible to provide extrinsic feedback in a serious game without detracting from the immersive power of the game itself. "
Garrett Eastman

Game Over: Can Harmonix Return to its Guitar Hero Success? - Boston Magazine - 0 views

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    Considers the gaming industry in Boston through the example of Harmonix, fallen on difficult times after its Guitar Hero success. Tim Loew is quoted as saying Massachusetts doesn't realize potential it has on its hands with game development.
Garrett Eastman

Arkadium hires new game design chief as it graduates from Mahjong to bigger games (excl... - 0 views

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    "Arkadium has survived for the past decade by making casual games for the web and Facebook. But with the arms race going in games, that approach may not cut it anymore. So the New York game publisher is announcing today that it has hired industry veteran Stephen Jarrett as its vice president of game design. ... The new hire goes with the strategy of moving up in games and making big investments in game platforms such as the upcoming Windows 8 operating system from Microsoft."
Garrett Eastman

Maximizing the Usefulness of Data Gathered Though Crowdsourcing Methods Using Gamification - 0 views

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    Abstract: "This literature review describes gamification and how it can be used in a crowdsour cing context. It relates motivations for participating in such activity as more intrinsic than conventional methods, and as such provides numerous benefits. Such benefits include more accurate work, better retention rates, and a more cost effective solutio n. Elements of gamification are examined, as well as how it can be applied to existing applications."
Garrett Eastman

Findings from a comparison between European cities in the gaming industry 'How can Utre... - 0 views

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    Abstract: "The main goal of this research is to understand how Utrecht's business environment must be developed in order to increase the region's international competiveness in the gaming industry. Utrecht's aim is to specialize in the gaming industry. In this research it is estimated that Utrecht is focused on small digital development game companies. The results indicate that Utrecht's competitive advantages are in its policy intervention, low labor wages and real estate costs, well developed demographical factors and infrastructure compared to the other investigated European cities. However, Utrecht scores below average on the categories of investments, quality of life and human resources. Once Utrecht has a stronger promotional effort in the gaming industry, it enlarges its attraction to draw game companies and to better its international position."
Garrett Eastman

Oklahoma lawmaker proposes tax on "violent" video games (and Ultimate Card Games) - 0 views

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    A bill in the Oklahoma Legislature "proposed under "emergency" rules because it is "immediately necessary for the preservation of the public peace, health and safety," according to the text. After being read on the House floor next week, the bill will need majority votes in both the Oklahoma House of Representatives and Senate before being sent to the governor. After that, if it doesn't receive a three-fourths majority in both houses, it will be put on a November ballot to be approved or rejected by Oklahoma voters."
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

UT^2 Game Bot Judged More Human Than Human | Computer Science Department The University... - 0 views

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    "The UT^2 game bot, created by computer scientists Jacob Schru, Igor Karpov and Risto Miikkulainen, won the Humanlike Bot Competition at the IEEE World Congress on Computational Intelligence (WCCI 2012). "The idea of the competition is to evaluate how we can make game bots, non-player characters (NPCs) controlled by AI algorithms, appear as human as possible," explains Miikkulainen, professor of computer science in the College of Natural Sciences. "It is generally recognized that NPCs are relatively weak in most video games: their behavior is predictable and mechanical, and they often make mistakes that human players would be unlikely to make. Players often enjoy playing against other humans, because it provides a more interesting game experience. The goal of the competition is to promote more research in human-like bots, as well as evaluate how well we are currently doing in this area."
Garrett Eastman

Getting Real About Games: Using Ethnography to Give Direction to Big Data - 0 views

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    Abstract: "HCI scholars have been among those attracted to the study of online, computer-supported gaming. "Big Data" approaches, which analyze electronic traces left by game play, are an increasingly popular way to study it. This paper identifies basic epistemological problems in some such approaches, focusing on those that implicitly depend on the assumption that game play is fundamentally the same as other social activity. The paper explains why this and related assumptions are questionable, and why these Big Data approaches cannot establish their validity on their own. The paper then reports some results of a preliminary ethnographic study of Massive Multiplayer Online Games (MMOGs), in order to illustrate a way that ethnography can provide an initial purchase on how the underlying similarity/dissimilarity issue can be studied. It concludes by explaining how methodological triangulation, involving a dialectical discourse between ethnography, on the one hand, and Big Data and similar approaches, on the other, may be able to place Game Studies on a firmer epistemological foundation. It is the attempt to achieve such significant objectives, in particular to justify a foundational critique of a major new development in Game Studies, and to do so in a single paper, that justify inclusion of the paper in alt.chi. "
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

Virtual shooting games may improve real-world accuracy, won't make you a sniper - 0 views

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    This seems the takeaway: ""We don't have a lot of control over how people interpret our findings," Bushman told Ars. ... Still, Bushamn suggests that the basic idea that virtual shooting can help improve real-world shooting performance shouldn't be that controversial at its core. "If you want to learn how to fly an airplane and you want to use the media to help you learn, what would be the best way: read a book about it, watch a TV program about it, or play a flight simulator video game?" he asked rhetorically. "Clearly the more interactive the media, the more you're going to learn. Does that mean by playing flight simulator you're going to be good enough to fly a real plane? I don't know, that's a relative decision, but better than if you'd watched a TV program or read a book about it, I would say.""
Garrett Eastman

RESEARCH+DESIGN | Critical Gaming Project - 0 views

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    "Keywords for Video Game Studies Colloquium Saturday, May 19, 2012 8 AM to 4 PM Communication 202 University of Washington, Seattle" "The Keywords for Video Game Studies colloquium invites game scholars, artists, designers, developers, and enthusiasts to participate in roundtable discussions, presentations of individual and collaborative work, scholarship, and play. This year's colloquium, broadly themed by the keywords "research/design," is the capstone event to a year-long series of workshop sessions on democracy, time, altplay/fandom, gold farming, and hack/mod. The colloquium, now in its second year, hopes to foster the growing engagement with what it means to study or make or play digital games."
Garrett Eastman

Replayability of Video Games - 0 views

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    "what makes a video game replayable and why exactly the replayability of a game should matter to the companies producing the games and the consumers buying them. Information on replayability is very important to both the companies producing games and the consumers purchasing them. It is necessary for companies to achieve a balance in the amount of replayability a video game possesses. In other words, companies should aim for a certain ―value‖ of game play per dollar. If a game is not replayable, consumers will quickly tire 7 of the game and discard it, as it does not have high replay value. This takes away from the popularity of the game and possible sales from future games in the same series. On the other hand, if the game is too replayable, the consumer may not feel a need to buy any more games and video game companies will be unable to generate a profit. For companies, the value of the game requires a delicate balance to produce a game which will keep players interested long enough for the company to develop a new game before they tire of the game they have, but not too long so that when the company release the new game the buyers are in line waiting for it."
Garrett Eastman

Designscape - A Suggested Game Design Prototyping Process Tool | Manker | Eludamos. Jou... - 0 views

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    "This paper is a part of the game studies field from a design perspective. It investigates the computer game design process, focusing primarily on prototyping, as it is being performed in game development today. ... Potential users of prototypes and prototyping methods range from the designer and the design team, to beta testers and publishers. The focus in this paper is on internal use of prototypes, where the design team is the target audience. The prototype functions as a tool for getting the team on the same track and to introduce new members to the work. Prototypes and visualizations also tend to replace the game design document more and more. The work presented here is based on analysis of interviews with game designers. By applying perspectives from rhetoric, the aim is to investigate how the communication around the prototyping process within a design team can be improved."
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

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

Game design and production: Frequent problems in game development - 0 views

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    Abstract: "This essay is about common problems that can arise during game development projects. It is focused around the production cycle and how the game industry treats the game development pipeline. It mainly describes issues with communication within game development teams, problems concerning planning and how the design process affects members of the game development team's work process and efficiency. It includes an analysis of common problems that I have found during my studies of literature describing the game industry, a short research study of post mortems written by game developers and a survey about game design documentation and communication sent out to game developers and game design students."
Garrett Eastman

A Cloud-Based Pervasive Serious Game Framework to Support Obesity Treatment - 0 views

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    Abstract: "Obesity has become an outstanding public health issue in most countries around the world. Many attempts have been made to address this issue that ranges from taking medication to doing exercise to follow- ing a diet plan to playing games. Few approaches combine exercise and game to engage the obese people in playing fun-based games or pur- poseful games, also known as serious games, while monitoring their bio- signals. However, existing work hardly provides a configurable, scalable and context-aware serious game framework that can be used as a sup- port for obesity treatment. In this paper, we take an attempt to propose such a framework. The proposed framework facilitates bio-signal monitor- ing based on body sensor network, context-awareness based on perva- sive sensors, and on-the-spot activity recommendation based on current game-playing context. It uses the cloud computing platform as infrastruc- tural support that ensures the scalability of the framework. In order to demonstrate the suitability of the proposed framework, we developed a sample serious game; deploy it over a cloud platform; and experiment with it by capturing some psycho-physical data while the obese are en- gaged in game-play. We observed that the obese people were very much engaged in game-play and they had positive experience using the system"
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

Democracy has arrived! A Model for Ethical Decision Making of Players in MMOs - 1 views

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    Abstract: "In digital games and virtual worlds, like in other digital media, the structure of the medium, its code, influences the emerging interaction and culture. A deliberate modification of this code to facilitate democratic decision making might thus lead to more meaningful interaction in games. If we see virtual worlds as learning environments this might even help players to understand and question real-world power structures. A way to modify the code of a virtual world is by extending its interface with an add-on that interacts with the application programming interface of the game. In this paper we present the design vision and theoretical framework of a digital tool for ethical decision making that will be implemented in the virtual world World of Warcraft. Its purpose will be to supply players with means to modify the power structure built into the code of this virtual world and to support more ethical and democratic decision making in the game."
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