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Garrett Eastman

Game AI Revisited - 0 views

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    From the abstract: "Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at di erent levels of control, varying from navigation and path nding to decision making. Commercial-standard games developed over the last 15 years and current game productions, however, suggest that the traditional challenges of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial productions has been mainly due to the lack of constructive communication between academia and industry in the early days of academic game AI, and the inability of academic game AI to propose methods that would signi cantly advance existing development processes or provide scalable solutions to real world problems. Recently, however, there has been a shift of research focus as the current plethora of AI uses in games is breaking the non-player character AI tradition. A number of those alternative AI uses have already shown a signi cant potential for the design of better games. This paper presents four key game AI research areas that are currently reshaping the research roadmap in the game AI eld and evidently put the game AI term under a new perspective. These game AI agship research areas include the computational modeling of player experience, the procedural generation of content, the mining of player data on massive-scale and the alternative AI research foci for enhancing NPC capabilities."
Garrett Eastman

Defining Gamification - A Service Marketing Perspective - 0 views

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    "During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap."
Garrett Eastman

Where have all the games gone? : an exploratory study of digital game preservation - 0 views

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    "the aim of this study has been to explore the value of digital games, their significance in our culture, and the current status of their preservation. Investigating the relationship of games to culture; reviewing current preservation activities and drawing conclusions about the value of digital games and the significance of their preservation were the study s objectives. These have been achieved through interviews with key stakeholders the academic community, as potential users of collections; memory institutions, as potential keepers of collections; fan-based game preservation experts; and representatives from the games industry. In addition to this, case studies of key game preservation activities were explored. Through this research, a clearer picture of attitudes towards digital games and opinions on the need for preservation of these cultural products has been established. It has become apparent that there is a need for more coherent and collaborative efforts to ensure the longevity of these important aspects of digital heritage. "
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

Foundations of Digital Games - 0 views

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    Information on the Foundations of Digital Games conference to be held in Raleigh, NC, May 29 - June 1, 2012. "a focal point for academic efforts in all areas of research and education involving games, game technologies, gameplay, and game design. The goal of the conference is the advancement of the study of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play"
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

Valve's new economist-in-residence will publish notes on the political economy of games... - 0 views

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    "Yanis Varoufakis, "an academic economist," recounts the story of how his widely read writings on the Euro crisis led to a job offer from Valve software, who were contemplating the creation of a shared virtual currency between two worlds. Valve founder Gabe Newell was contemplating balance of payments when he realized "this is Germany and Greece," and he wrote to Varoufakis to ask for his consulting help. "
Garrett Eastman

Violin Virtuoso: A game for violin education - 0 views

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    Abstract: "This study develops a way to use the technology of video games to help teach people the violin. The unique characteristics of this research are to create a visual representation for music for violinists, to utilize pedagogy for violin education within a video game, and to use the Fast Fourier Transform to process input from an actual acoustic instrument and use the data to track user progress. Music games like JamGuru [9], Rocksmith [19], LittleBigStar [13], and Rock Band [18] have made strides in these areas of research; however, most of these technologies have not been applied to the violin. Expected results are that students' progress rate will increase as a result of playing the game. The input processing used in this research could be applied to areas where sound recognition is important. Furthermore, the concept of an adaptable game can be applied to other academic subjects."
Garrett Eastman

Research-based design of a medical vocabulary videogame - 0 views

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    Abstract: "This paper discusses the theoretical choices underpinning the creation of a video game called Medicina. This game is designed to broadly foster better language skills among international nursing students with English as a Second Language (ESL) and more specifically to teach confusable medication names and improve reaction time to verbal orders. Research shows that the intentional learning of vocabulary is important to language learning. Without adequate vocabulary knowledge, it is difficult for an international student to interact in professional and university settings. This situation is compounded by the expectation that students will learn key vocabulary incidentally through academic pre-readings, despite the research demonstrating this to be an inefficient and inadequate method of learning. Moreover, medication names are low-frequency vocabulary. Thus, the international student who seeks to enter the health profession encounters the task of learning an entire subset of language but without the amount of exposure theorised as being necessary to it. Repeated exposure to these words is needed, leading to automaticity. The paper will outline how the language-learning video game is designed to encourage discrimination between word forms, allowing for multiple exposures to both written and spoken vocabulary, and promoting automaticity in pharmacological terminology."
Garrett Eastman

Performing design: game design, practice, praxis and the theatre of the impressed - 0 views

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    Abstract: "This paper is a reflection on a design teaching project that endeavours to establish a culture of critical design thinking in a tertiary game design course. In the first instance, the 'performing design' project arose as a response to contemporary issues and tensions in the Australian games industry and game design education, in essence, the problem of how to scaffold undergraduate students from their entry point as 'players' (the impressed) into becoming designers. The performing design project therefore started as a small-scale intervention to inspire reflection in a wider debate that includes: the potential evolution of the contemporary games industry; the purpose of game design education; and the positioning of game design as a design discipline. Our position is that designing interactive playful works or games is victim of a tendency to simplify the discipline and view it from either the perspective of science or art. In this paper we look at some of the historical discussions on the distinct identity of games. Then we present an overview of the typical state of play in contemporary game design education which inspires the performing design project as an intervention or teaching technique. This leads us to question understandings of education and training and creativity and innovation. Finally we reflect on insights arising from the performing design project which lead us to support Archer's call for a 'third area' that balances the monolithic practices of the two major academic disciplines."
Garrett Eastman

Gaming in the Classroom: from High School to Higher Ed - 0 views

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    "Gaming has proven to be successful in K12... can it work for undergraduates as well?"
Garrett Eastman

Serious Game Development as an Iterative User-Centered Agile Software Project - 0 views

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    Abstract: "Commissioned by the campus Office of Admissions, we have built a series of three campus tour and orientation games over the past academic year with undergraduate student project teams. Based on well-established game industry practices we followed an iterative agile process with Scrum and managed to avoid many classical pitfalls in game development. While we achieved some measure of success, in post-project analysis, it becomes obvious that our process would have benefited from the heavy emphasis of "users" in the User-Centered Design (UCD) methods. In this position paper, we propose that the serious game development community continue to critically analyze the results from the UCD projects to benefit from its lessons, well-understood good practices, and development paradigms."
Garrett Eastman

"Learning as Fun: What Video Games Do that Classrooms Do Not" by Christian de Luna - 0 views

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    "This paper explores the idea of learning from video games, a subject which has earned increased attention over the past several years in the academic community, yet remains an area in need of even further exploration."
Garrett Eastman

Games and Innovation Research Seminar 2011 Working Papers - 0 views

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    "In spring 2011 University of Tampere Game Research Lab in collaboration with Aalto University organized a working paper seminar with the aim of bringing together scholars of games and innovation from diverse fields and stimulating dialogue between them. Moreover, the goal of the seminar was to encourage the further development of rigorous academic research on the topic while keeping the work accessible to game professionals."
Garrett Eastman

Games for healthcare: Professor Nancy Hanrahan on Penn's "Game Solutions for Healthcare... - 0 views

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    "For the University of Pennsylvania, the 2011-2012 academic year has been dubbed "The Year of the Game." The University's various departments are all encouraged to weave games into curricula. The folks at Penn Nursing School, however, are taking it to a whole other level." Call for healthcare related games.
Garrett Eastman

MIT Sloan Business and Gaming Conference to Spotlight Best Business Practices Underlyin... - 0 views

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    CAMBRIDGE, MA, Mar 22, 2012 (MARKETWIRE via COMTEX) -- "The gaming industry is a harsh environment in which to start and to grow a business. It's risky, hits-driven, and traditionally receives minimal support from governments, banks, incubators, and most modern institutions devoted to nurturing new companies. How then does one survive and, ultimately, thrive? Thursday, April 5, 2012, the 4th Annual MIT Sloan Business and Gaming (BiG) Conference will gather industry insiders, independent developers, gaming enthusiasts, venture capitalists, attorneys, academics, and students from across MIT and other top-tier colleges for a day-long exploration into the business side of the gaming industry." MIT BiG is being held on the MIT Sloan campus in Cambridge, MA the day before PAX East -- one of the country's largest events celebrating gaming culture -- which takes place in Boston, making it convenient for participants to attend both conferences.
Garrett Eastman

New book: Dungeons, Dragons, and Digital Denizens The Digital Role-Playing Game | HASTAC - 0 views

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    (all information is from the publisher's page) The first title in Continuum's Approaches to Game Studies series, *Dungeons, Dragons, and Digital Denizens The Digital Role-Playing Game* is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts.
Garrett Eastman

Austin Community College's video game program grows into key feeder for industry - 0 views

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    "In a recent class, Austin Community College student Richard Moss showed off his group's project: a demo of a submarine video game called "Treasures of Atlantis." It was the end of the semester for a combined class of about 14 game designers and as many artists enrolled in ACC's Game Development Institute."
Garrett Eastman

Serious Games in the Context of Organizational Knowledge Management Practices - 0 views

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    from Proceedings of the 12th European Conference of Knowledge Management Academic Conferences Limited
Garrett Eastman

The Video Game Industry: Formation, Present State, and Future - 0 views

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    Description in Google Books: "The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and 'only' game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come. "
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