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Garrett Eastman

BrainQuest: an active smart phone game to enhance executive function - 0 views

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    Abstract: "Brain Quest is an active smart phone game designed to promote both physical activity and executive function in 10-11 year old children. This paper describes the user centred design process which involved a team of psychologists, HCI experts, physical activity specialists and thirty four children over a period of 18 months. Results of two preliminary studies are promising, suggesting that BrainQuest is enjoyable, promotes moderate physical activity and has the potential to provide cognitive scaffolding of the key executive function (EF) skill of multitasking."
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

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

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

Motion-Based Game Design for Older Adults - 0 views

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    Abstract: "Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; but these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we create a gardening game specifically addressing institutionalized older adults. Additionally, we present an evaluation of the game that demonstrates how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults, thereby increasing their quality of life."
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

PLATO: A Coordination Framework for Designers of Multi-Player Real-Time Games - 0 views

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    Abstract: "Player coordination is a key element in many multi-player real-time digital games and cooperative real-time multi-player modes are now common in many digital-game genres. Coordination is an important part of the design of these games for several reasons: coordination can change the game balance and the level of difficulty as different types and degrees of coordination can make the game easier or more difficult; coordination is an important part of 'playing like a team' which affects the quality of play; and coordination as a shared activity is a key to sociality that can add to the sociability of the game. Being able to exercise control over the design of these coordination requirements is an important part of developing successful games. However, it is currently difficult to understand, describe, analyze or design coordination requirements in game situations, because current frameworks and theories do not mesh with the realities of video game design. I developed a new framework (called PLATO) that can help game designers to understand, describe, design and manipulate coordination episodes. The framework deals with five atomic aspects of coordinated activity: Players, Locations, Actions, Time, and Objects. PLATO provides a vocabulary, methodology and diagram notation for describing and analyzing coordination. I demonstrate the framework's utility by describing coordination situations from existing games, and by showing how PLATO can be used to understand and redesign coordination requirements."
Garrett Eastman

All the World's a Game, and Business Is a Player - NYTimes.com - 0 views

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    "gamification, a business trend - some would say fad - that aims to infuse otherwise mundane activities with the excitement and instant feedback of video games. "
Garrett Eastman

Reification and Real Life Goals as Facilitators of Progression in Digital Games - 0 views

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    from the abstract: "This paper investigates how real life goals may add benefits to games much like when contemporary games offer an alternative of monetary payment, to unlock novel features and facilitate progression in the game. For such an optional currency to be meaningful, there is a need for a discussion on how to determine, assign value of and validate these real life achievements. This paper aims to discuss the use of known activities from social media and ubiquitous gaming to evaluate and describe the value for real life activities and provide a balanced discernible outcome that can be used as an alternative to payment or mundane tasks which has to be performed in order to progress in games."
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

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

A User-Centered Theoretical Framework for Meaningful Gamification - 0 views

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    Abstract: "Gamification is the "use of game design elements in non-game contexts" (Deterding et al, 2011, p.1). A frequently used model for gamification is to equate an activity in the non-game context with points and have external rewards for reaching specified point thresholds. One significant problem with this model of gamification is that it can reduce the internal motivation that the user has for the activity, as it replaces internal motivation with external motivation. If, however, the game design elements can be made meaningful to the user through information, then internal motivation can be improved as there is less need to emphasize external rewards. This paper introduces the concept of meaningful gamification through a user-centered exploration of theories behind organismic integration theory, situational relevance, situated motivational affordance, universal design for learning, and player-generated content."
Garrett Eastman

LEAGE: LEArning Games for older Europeans - 0 views

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    A two year project, now in its second year, "o motivate elders to participate in lifelong learning activities by transforming learning and education activities into games." The site map provides links to a number of sections on game design and development and related conferences
Garrett Eastman

Tellart: Games for Health - 0 views

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    "We have created a suite of physical computing activity games for Humana's Innovation Center office space - using web-connected sensors embedded in clothing, mobile devices, toys, exercise equipment, home and office accessories and appliances, and even buildings themselves. These challenges encourage people to be more physically active through social web-based games. Each experience is connected to the Humana employees' RFID badges, which allows them to participate in scheduled events, accrue points, and win top scores. A major component of every one of these games is the social platform behind them, which has been proven to be a major motivator in building and maintaining enthusiasm for healthy living. The ideas are developed through collaborative brainstorms, facilitated by Tellart and including Humana Innovation Center personnel. Tellart then refines the ideas, proposing and implementing several of them per round as medium-fidelity prototypes for the office."
Garrett Eastman

Investigating something wicked in The Secret World | VentureBeat - 0 views

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    Forthcoming game from Funcom: "Massively multiplayer online MMO veterans know how questing traditionally works. You stumble upon a hub of non-playable characters with golden exclamation points over their heads. You scoop up every task they offer, then you spend the next few hours grinding them out as efficiently as possible, sometimes while simultaneously watching TV. The Secret World changes all of that by restricting the number of active missions you can have at one time. While some players will find this too limiting, I think it's a good thing. The Secret World is a story-driven game, complete with cutscenes and voiced dialogue. Many of its missions require attention, thought, and the occasional Google search."
Garrett Eastman

The place of game-based learning in an age of austerity - 0 views

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    "Abstract: Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and they can motivate users, using challenges and rewards, competition and mystery. Above all, computer games provide safe spaces in which learners can play, explore, experiment, and have fun. However, finding appropriate games for specific educational contexts is often problematic. Commercial entertainment games are designed for enjoyment, and may not map closely to desired learning outcomes, and the majority of educators do not have the time or specialist expertise to create their own games. Computer games are expensive to purchase or produce, and learners, particularly busy adult learners, need to be convinced of their effectiveness. So while there are many theoretical benefits to the use of computer games for learning, it given the increasing economic constraints in education, their use may simply not be practical. This paper presents three alternative ways in which the theory and practice of computer games can be applied to education, without the expense. First, the option of developing simple and cost-effective games with low technical specifications, such as alternate reality games, or using virtual worlds or one of the growing number of accessible game-builder toolkits to create educational games, will be explored. Second, learning from games rather than with them is discussed, examining game techniques that naturally enhance learning, and embedding those elements in traditional teaching practices. Third, the paper presents the option of giving learners agency as game creators rather than simply players, so that it becomes the process, not the product, which facilitates learning. The advantages and drawbacks
Garrett Eastman

How one game developer is making The Pirate Bay work for him - 1 views

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    From the article: "actively directing people to pirate his game using the Torrent link posted on The Pirate Bay, and asking them to donate whatever they want in return. Further, the pay-what-you-want sale is being actively promoted on the front page of The Pirate Bay, where tens of millions of visitors will see a short, conciliatory message from Sosowski (seen above). "I know that not everyone can afford entertainment. But everyone needs it," the message reads in part. "And even though I make games for a living. I am most happy just to see people enjoy them. So today, you can download a torrent of my game. And if you like it, throw some coins in my general direction."
Garrett Eastman

Full Body Motion-Based Game Interaction for Older Adults - 0 views

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    study of games used to increase mobility for elderly as well as "seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life."
Garrett Eastman

Gonsalves: Time to take gaming seriously | CapeCodOnline.com - 0 views

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    Overview of the Mass. game industry (Tim Loew is quoted extensively) and courses and activities in Cape Cod schools
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"
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